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  • ...e. This may make the pattern difficult to combine with [[Unmediated Social Interaction]] but if [[Penalties]] are linked to revealing oneself (as for examples is ==== with [[Unmediated Social Interaction]] and [[Penalties]] ====
    5 KB (663 words) - 17:55, 10 August 2016
  • ...re worried about their performance or wish to avoid developing any kind of social relation. To do this, games may give players a [[Possibility of Anonymity]] ...ial Interaction]]. Even when this is avoided, games with mediated [[Social Interaction]] may require players to engage in [[Roleplaying]] to appear to be somebody
    4 KB (585 words) - 10:19, 13 July 2015
  • ...quest help - this is possible by default in games with [[Unmediated Social Interaction]] but may require [[Communication Channels]] in others. In theory help coul ...e]], and [[Freedom of Choice]]. It opens up for other players to take on [[Social Roles]] as helpers of the player that is helpless (as well as letting the o
    6 KB (880 words) - 13:24, 27 August 2015
  • ...one has not had part in generating). This can also be seen as the [[Social Interaction]] breaking down and being replaced by simple [[Races]] to get to the [[Loot [[Social Interaction]],
    7 KB (935 words) - 08:34, 3 September 2016
  • ...s or [[Trans-Game Information]] outside game sessions. While this [[Social Interaction]] can take place within single game sessions for [[Multiplayer Games]], it [[Social Interaction]],
    15 KB (2,114 words) - 07:04, 8 April 2022
  • ...ons]] is to give them [[Mutual Goals]] or place them within [[Teams]] or [[Social Organizations]] such as [[Guilds]] that have these. Presences of common [[E ...ract more with each other. These interaction are likely to create [[Social Interaction]] between the players, either through the actions themselves or as part of
    5 KB (744 words) - 07:48, 14 August 2019
  • ...t are not directly played as multiplayer games can allow a limited form of interaction by letting players have restricted access to what actions that can do to ea ...ors]] is a form of [[Friend Lists]] and provides a small level of [[Social Interaction]] in games in that it implies that players will have an [[Uncommitted Allia
    4 KB (518 words) - 10:30, 4 July 2016
  • ...tiplayer Game]]). Beyond this, the pattern can support stimulated [[Social Interaction]], as players usually need to engage in [[Coordination]] to take full advan [[Game-Based Social Statuses]]
    20 KB (2,786 words) - 12:50, 18 March 2018
  • .... The typical case for this is when games are supposed to support [[Social Interaction]] and [[Togetherness]] both in and outside the actual gameplay. However, si ...imination]] counteract the possibilities for players to engage in [[Social Interaction]] on the same terms and make it difficult for them to experience [[Together
    11 KB (1,534 words) - 13:01, 25 August 2022
  • ...[[Downtime]]. In [[Multiplayer Games]], this can in turn lead to [[Social Interaction]] as players try to entertain themselves (this is found for example when wa [[Social Interaction]]
    6 KB (930 words) - 13:48, 7 September 2020
  • ...ng]] in a game can also lead to [[Early Elimination]] but in this case for social reasons rather than pure gameplay reasons. ...from gameplay. This occurs automatically in games with [[Unmediated Social Interaction]] but can be supported through special views in games with [[Mediated Gamep
    6 KB (961 words) - 16:19, 25 July 2015
  • ...r [[Single-Player Games]], this can modulate them so they support [[Social Interaction]] even if not during gameplay itself. [[Game-Based Social Statuses]],
    7 KB (1,012 words) - 19:23, 5 January 2015
  • ...engage in [[Puzzle Solving]] to [[Evade]] attacks. Many types of [[Social Interaction]], diegetic or real, can be the base for [[Puzzle Solving]] as well. One ex
    10 KB (1,480 words) - 08:21, 6 May 2022
  • ...coys to help succeed with [[Conceal]] goals, which may be part of [[Social Interaction]]. [[Ephemeral Goals]] may in effect be [[Red Herrings]] since they may int [[Social Interaction]],
    6 KB (839 words) - 08:50, 8 March 2023
  • ...d this can be done at any time regardless of other players. Location-based social network such as Foursquare<ref name="foursquare"/> and Gowalla<ref name="go [[Ubiquitous Gameplay]] opens up for a game to have [[Social Adaptability]]. Although not all [[Ubiquitous Gameplay]] is intended to be
    13 KB (1,962 words) - 08:25, 2 September 2014
  • ...veryday social interactions, or with relative little friction move between social roles. Similarly, the location-based game [[Pokémon Go]] allows players to ...zed Social Weight]] solves the problem of games negatively affecting other social activities, which is often one of the primary challenges to making a game h
    8 KB (1,084 words) - 10:43, 26 July 2016
  • ...Game-Based Social Statuses]] and [[Bragging]] and through this to [[Social Interaction]] between players. While this can occur in all types of games, the effects ...existence provides Optional Goals of Exploration and may stimulate Social Interaction between game sessions to pass Trans-Game Information.
    6 KB (858 words) - 13:24, 27 September 2014
  • In games with [[Unmediated Social Interaction]], [[Backseat Gamers]] typically do not work well with [[PvP]] gameplay. Th [[Backseat Gamers]] in games with [[Unmediated Social Interaction]]
    7 KB (1,027 words) - 18:51, 3 August 2015
  • ...ns and other game events. One of these ways is through text, and often the interaction provides through these take the form of conversations or dialogues. Games c ...s to have [[Social Interaction]] and may make it easier to adopt various [[Social Roles]]. Since they typically support free form messages, they give [[Creat
    9 KB (1,237 words) - 10:40, 25 July 2014
  • ''Gameplay where the players interaction with the game state and/or each other is done through a system.'' ...s, several patterns that are more specific can affect various parts of the interaction players have. [[Cameras]] allow players to view [[Game Worlds]] from perspe
    10 KB (1,396 words) - 09:02, 31 July 2015
  • ...equisite for any game with [[Mediated Gameplay]] if it is to have [[Social Interaction]] on any higher level. The pattern is equally useful in [[Asynchronous Game ...re [[Communication Channels]] used primarily to modify [[Unmediated Social Interaction]] in games. By giving players a [[Game-Defined Vocabulary]] or [[Asymmetric
    11 KB (1,503 words) - 13:37, 1 April 2022
  • ''Gameplay where players social abilities affect how well they succeed with their actions.'' ...by other players they are interacting with. In the latter case, players' [[Social Skills]] become
    4 KB (605 words) - 15:57, 8 February 2019
  • ...abilities to affect the gameplay. These positions make players take new [[Social Roles]] which are based upon the gameplay structures of the game. ...ces. The pattern described here looks at how gameplay features can evoke [[Social Roles]].''
    12 KB (1,649 words) - 07:03, 8 April 2022
  • ...y Single-Player Online Games]] work the same way but can include some more social aspects. ...stery can be shown through [[Game-Based Social Statuses]], but any type of social statuses that derives from players' relations to a game can help with insta
    7 KB (998 words) - 10:24, 13 July 2015
  • ''Games that interfere little with players' abilities to social interact with other people while the games are being played.'' ...pose few obstacles to social interaction can be said to have [[Minimalized Social Weight]].
    6 KB (895 words) - 08:26, 2 September 2014
  • ...ven if one is present through an avatar, is also likely to create [[Social Interaction]] between them. [[Social Interaction]]
    4 KB (537 words) - 08:48, 9 November 2012
  • ''Games that through their design easily can be modified for varying social contexts.'' ...ays of being played can fit a wider range of social conditions by having [[Social Adaptability]] - the ability of the game design to function in various sett
    9 KB (1,432 words) - 10:25, 13 July 2015
  • ...ely on [[Player-Player Proximity]] since players wish to have face-to-face interaction when roleplaying. [[Assassin]] and children's games such as [[Hide-and-Seek ...ximity]] exists in games where players do not have to have actual physical interaction but technology requires them to be close. Examples of such games include [[
    5 KB (667 words) - 16:00, 8 February 2019
  • ...situation may be difficult in fast-paced games or games heavily relying on interaction between different players. Games with [[Alternate Reality Gameplay|Alternat ...to show their [[Gameplay Mastery]] and from this display gain [[Game-Based Social Statuses]], especially when difficult or complex gameplay actions like [[Re
    10 KB (1,431 words) - 12:07, 19 March 2018
  • ...sily come in conflict with [[PvP]] for games that have [[Unmediated Social Interaction]]. [[Unmediated Social Interaction]] in [[PvP]] games
    4 KB (622 words) - 10:58, 31 October 2012
  • ...[Communication Channels]] between players, this is so common that [[Social Interaction]] nearly always is supported through the presence of this pattern. [[Social Interaction]]
    5 KB (697 words) - 09:56, 25 July 2016
  • [[:Category:Social Media Games|Social Media Games]] with limited interaction between players, e.g. [[Candy Crush Saga]] and [[FarmVille]], many have [[M
    5 KB (672 words) - 10:08, 13 July 2015
  • ...nstances]] and may be an alternative design solution in games where player interaction is to be limited. [[Phasing]] can be used to create [[Instances]] but also ...l gameplay provided in [[instances]], increases the likelihood of [[Social Interaction]] between players.
    6 KB (804 words) - 14:49, 4 August 2015
  • ...[[Live Action Roleplaying]] or at least games based on [[Unmediated Social Interaction]]. Adding [[Meta-Techniques]] is primarily a choice of which more specific [[Unmediated Social Interaction]]
    5 KB (778 words) - 12:10, 28 July 2014
  • ...atic Consistency]]. [[Diegetic Communication]] can put a twist on [[Social Interaction]] but also limit it if players find doing the [[Diegetic Communication]] di [[Social Interaction]]
    5 KB (634 words) - 07:44, 17 July 2019
  • ...This means that they are not necessary for games with [[Unmediated Social Interaction]]. ...ters|Characters']] emotions by their players can be seen as a form of such interaction.
    5 KB (628 words) - 10:47, 25 July 2014
  • ...l Engrossment]], and being able to tell stories well can give [[Game-Based Social Statuses]] and can even be considered part of [[Gameplay Mastery]] in games [[Game-Based Social Statuses]],
    12 KB (1,591 words) - 15:17, 21 March 2017
  • ...th a sense of [[Role Fulfillment]]. While not all [[Enactment]] requires [[Social Skills]], those that include interacting with other people typically do. ...state is [[Extra-Game Consequences]] that in many cases also can provide [[Social Rewards]] as others can appreciate the performances. However, [[Enactment]]
    7 KB (927 words) - 08:09, 8 August 2015
  • ...nt actions in [[Game Worlds]] depending on what the player is focusing the interaction on. ...Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.</ref>
    6 KB (824 words) - 19:07, 5 January 2015
  • ...hey are in each other's proximity, either because they [[Unmediated Social Interaction]] or [[Virtual Co-Presence]] can increase the feeling of players having the [[Unmediated Social Interaction]],
    4 KB (579 words) - 13:59, 11 August 2015
  • ...lenges without at least limiting the [[Social Interaction]] in some way. [[Social Roles]] are more difficult to have in games with [[Player Anonymity]], but ...Social Interaction]] between players can become harsher since the sense of social responsibility and wish to present a socially acceptable presence may be le
    3 KB (446 words) - 10:21, 13 July 2015
  • ...]] how the [[Resources]] should be used, and this can potentially become [[Social Dilemmas]]. The interaction between creation and consumption of [[Resources]] is a dynamic feature crit
    19 KB (2,668 words) - 13:27, 1 April 2022
  • ...did not need interaction with the physical world or require complex social interaction either due to the nature of the game or by being possible to implement and ..., and [[Unmediated Social Interaction]] but any patterns related to social interaction between players are also relevant.
    3 KB (376 words) - 10:07, 11 August 2015
  • ...ed to that player. Since [[Togetherness]] can be achieved through [[Social Interaction]], the addition and encouraged constructive use of [[Communication Channels [[Social Interaction]],
    8 KB (1,131 words) - 09:17, 21 September 2016
  • ...[Framed Freedom]]. Further, [[Game Pauses]] let players engage in [[Social Interaction]] if this is possible already and they wish to do so. [[Social Adaptability]],
    7 KB (988 words) - 11:07, 26 July 2016
  • ...providing [[Communication Channels]] to them often make sense if [[Social Interaction]] between them is encouraged. ...e real-time conversations, so [[Synchronous Gameplay]] affect the [[Social Interaction]] they can have during gameplay.
    5 KB (677 words) - 11:59, 17 July 2015
  • ...ay more difficult since members might be eliminated by their own and cause social conflicts among players (or change the opinions [[Companions]] in cases the ...AI Players]]) but the more games are true [[Multiplayer Games]] the more [[Social Skills]] become important and people can feel that they have achieved [[Tea
    16 KB (2,156 words) - 12:11, 19 March 2018
  • ...resources, but can also heavily influence the [[Social Interaction]] and [[Social Organizations]] present in a game. They can also affect or create [[Allianc ...[[Resources]] or putting them in situations of [[Social Dilemmas]]. Such [[Social Dilemmas]] are even more common in games where players not only have [[Shar
    4 KB (551 words) - 13:19, 1 April 2022
  • ...d [[Collaborative Actions]] or the effects that apply to [[Factions]] or [[Social Organizations]]. They can also be designed to be a consequence of [[Tied Re ...[Ownership]] of the [[Rewards]] and can become focus for possible [[Social Interaction]] between them.
    5 KB (667 words) - 18:39, 22 September 2015
  • ...l possible reasons include performing specific [[Actions Have Diegetically Social Consequences]] of a negative kind, e.g. failing to follow the requirements ...other example, combined with [[Anonymous Actions]] and [[Unmediated Social Interaction]], e.g. in the game [[Resistance]], [[Penalties]] can make players have to
    10 KB (1,349 words) - 23:25, 17 March 2018

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