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  • ...layer traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. ...ss - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.</ref>
    15 KB (2,126 words) - 07:08, 2 May 2024
  • ...han one game instance and support some form of extra-game communication or interaction are at least partially [[Meta Servers]].'' ...[[Candy Crush Saga]] and [[FarmVille]] for [[:Category:Social Media Games|Social Media Games]].
    7 KB (1,065 words) - 18:08, 29 January 2015
  • ==== Social Interactions ==== [[Social Interaction]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...add additional challenge to the gameplay and require more complex [[Social Interaction]]. Having one of the players take the role of a [[Game Masters]] allows [[C ...ss]]. It is difficult for games with [[Challenging Gameplay]] to support [[Social Adaptability]] unless the challenges are optional (e.g. through [[Difficult
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...engrossed in his or her planning cannot be interacted with and any social interaction may disturb him or her.
    10 KB (1,463 words) - 15:55, 25 January 2018
  • ...w pace of strategy games by making the game system continue without player interaction. ...ommunication Channels]] to appropriately map the pace of required [[Social Interaction]] to the pace of the game itself. For example, text chatting in fast team-o
    11 KB (1,669 words) - 06:58, 14 April 2022
  • ...emeral Goals]] or [[Player-Defined Goals]], or simple through the [[Social Interaction]] offered by the game or play activity. An issue with non-ending games is h
    11 KB (1,707 words) - 10:21, 15 March 2023
  • ...d Game]] requires. By combining [[Anonymous Actions]], [[Unmediated Social Interaction]] and the risk of [[Penalties]], a [[Betrayal]] can occur without being det ...r to be able to have a [[Possibility of Anonymity]] in games with [[Social Interaction]].
    22 KB (3,137 words) - 07:22, 8 April 2022
  • ...act differently from human players, or if they wish to engage in [[Social Interaction]]. This can be done through [[Game State Indicators]] or [[Non-Diegetic Fea ...an let players leave gracefully if not wishing to engage any longer in the interaction due to this situation.
    13 KB (1,995 words) - 08:24, 8 August 2015
  • Creating [[Social Dilemmas]] between group and [[Individual Rewards]] is another way to at le ...No-Ops]]) can break promises of [[Delayed Reciprocity]]. Second, given the social cost of [[Betrayal]], they tend only to be done when large [[Rewards]] are
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...an exception). This means that games that do not have [[Unmediated Social Interaction]] need [[Communication Channels]] of some sort, typically [[Chat Channels]] ...er, [[Cooperation]] can also emerge from the [[Negotiation]] of handling [[Social Dilemmas]] concerning [[Continuous Goals]] (often [[Shared Resources]] but
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...ayer games - single-player games can of course provide or encourage social interaction outside gameplay and play sessions (c.f. Stenros 2009<ref name="Stenros"/>) ...osts]]). [[Asynchronous Gameplay]] with [[Private Game Spaces]] and little interaction between players is another way of providing [[Massively Single-Player Onlin
    8 KB (1,159 words) - 08:25, 8 August 2015
  • ...typical in [[Social Dilemmas]]. In general, any gameplay which depend on [[Social Skills]] can provide [[Tension]] further simply because of this requirement ...f [[Extra-Game Rewards]] or they are used in combination with [[Game-Based Social Statuses]] or [[Heterogeneous Game Element Ownership]].
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...litation so there are human game masters to help handle rare exceptions or social conflicts. ...nted effects occur. For games where players don't have [[Unmediated Social Interaction]] or should have [[Limited Communication Abilities]], [[Dedicated Game Faci
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...gameplay allows players have control of when they wish to play - although social pressure to return favors to other players can offset the latter. ...ow [[Betrayal]] or put players in situations of [[Inherent Mistrust]] or [[Social Dilemmas]], instead using safe alternatives as for example [[Free Gift Inve
    8 KB (1,148 words) - 09:26, 15 July 2016
  • .... In addition to this, players can be given much influence on one level of interaction within the game without being able to change the way the game develops on o ...out having and possibility of avoiding them. Third, many types of [[Social Interaction]] including [[Dynamic Alliances]], [[Kingmaker]], and [[Voting]] may make a
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...a game, are probably the [[Non-Player Characters]] that players have most interaction with, and therefore connections to, these may be the most appropriate to us ...in [[Victoria 2]] can vary in very many different minor ways (government, social reforms, colonies, technology, alliances, etc.) but these have to add up in
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...of players' actions through use of the pattern [[Actions Have Diegetically Social Consequences]]. One example of this can be found in the [[Fallout series]], ...lds]], while [[Awareness of Surroundings]] and [[Actions Have Diegetically Social Consequences]] forces players to consider what the [[Algorithmic Agents]] c
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ...ce [[Mules]] represent the players, they have to stand in for the [[Social Interaction]] expected on them, letting them control [[Emotes]] is one way of doing thi
    6 KB (836 words) - 21:16, 4 July 2015
  • ...Channels]] and [[Mini-maps]]. Of course, in games with [[Unmediated Social Interaction]] this is easy to achieve. ...[[Coordination]] and to do this they typically need to take on different [[Social Roles]]. Succeeding with a [[Team Combos|Team Combo]] is typically [[Team A
    6 KB (922 words) - 20:43, 31 July 2015
  • ...eligible to negotiate with, and this can create less pressurized [[Social Interaction]]. [[Social Interaction]]
    14 KB (2,101 words) - 09:28, 21 September 2016
  • ...ces]] on social media platforms. However, as part of supporting the social interaction on these platforms, they provide ways of offering presents to each other an .... Other players may be allowed to enter these spaces but only have limited interaction with game elements there. Since players do not need to worry about other pl
    9 KB (1,300 words) - 08:26, 8 August 2015
  • ...t conversations with other [[NPCs]]. They also have allegiances to various social groups and will come to the defend of other members of these groups if they ...hout agency [[NPCs]] can provide many different types of opportunities for interaction with handling [[Trading]] of [[Transferable Items]] and the assignment and
    26 KB (3,841 words) - 10:03, 13 May 2022
  • [[Category:Social Media Games]] ...g competitive, and contains gameplay mechanics lightly integrated with the social networking of Facebook.'' <ref name="wiki"/><ref name="review"/>
    3 KB (364 words) - 09:31, 1 July 2014
  • ...nning) and may even shift the gameplay towards [[Negotiation]] or [[Social Interaction]]. This can partly be countered by [[Public Information]] or [[Symmetric In ...h [[Teams]], [[Stimulated Planning]] leads to [[Negotiation]] and [[Social Interaction]].
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...hie"/>. Another solution, that only works for a small range of games where interaction between players are very limited, is to use recordings of previous players ...[[Emotional Attachment]] to the outcomes as a substitute for the [[Social Interaction]] that commonly occurs among people playing the same game. For games with [
    11 KB (1,639 words) - 08:09, 21 September 2016
  • ...ts]] they do to run [[Self-Facilitated Games]], can give them [[Game-Based Social Statuses]]. ...layers can interrupt gameplay (or [[Excise]]) at any time to have [[Social Interaction]]. [[Self-Facilitated Games]] tend to be designed to have [[Synchronous Gam
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  • ...y their shape, color, or texture convey to players specific information or interaction possibilities.'' ...tically Outstanding Features]] may be interesting enough to merit [[Social Interaction]] outside the games.
    10 KB (1,433 words) - 13:37, 21 July 2016
  • ...which players and rules a specific game instance should have. Games with [[Social Adaptability]] can provide this freedom in a number of ways but other patte ...cipate in games played face-to-face can be handled through ordinary social interaction, [[Game Lobbies]] can let players of online game only let their friends or
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...[Social Interaction]] related to the narration, the latter due to [[Social Interaction]] between players can be part of the actual narration and the former becaus ...e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predeter
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ...change the gameplay to what they want it to be, so the pattern supports [[Social Adaptability]]. [[Playful Interaction]],
    4 KB (583 words) - 10:22, 10 November 2015
  • ...to compete or cooperate with, [[Multiplayer Games]] let people have social interaction before, during, and after play sessions. ...n player's ability to notice their behavior as well as focus upon [[Social Interaction]]. For added flexibility, games may allow [[Late Arriving Players]] or [[Dr
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  • ...t their own individual gains against each others or against the gains of a social group they belong to.'' This creates a [[Social Dilemmas]] for the players in that even though cooperation would be benefic
    12 KB (1,731 words) - 07:28, 8 April 2022
  • Most social interaction performed between Sims in the [[Sims series]] change their perception of ea ...on [[Diegetic Social Norms]], a motivation for [[Actions Have Diegetically Social Consequences]] can be emotional responses that make psychological sense. An
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  • ''Specific diegetic social networks where membership is defined by what actions are favored, disfavore ...ho can join. The requirements that need to be fulfilled to satisfy these [[Social Gatekeepers]] can range from having the right set of [[Attributes]], posses
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...Consequences]] regardless of the designers intentions due to the [[Social Interaction]] they provide. This since players may get to known each other and found fr ...f [[Rewards]] and [[Penalties]] possible are those connect to [[Game-Based Social Statuses]], e.g. receiving [[Achievements]] or gaining or losing ranks in [
    14 KB (2,108 words) - 10:09, 4 April 2018
  • ''Being a player or character within one's same social network as an enemy or competitor.'' ...end. [[Internal Rivalry]] can also easily affect the other members of the social network, either by involving them in the conflict in some sense or threaten
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...position (and possibly balancing by adjusting their comparativeness to the social situation). ...d Story Structures]] in a game can, for the purpose of extra-game [[Social Interaction]], be augmented through the use of [[Open Destiny]] since this can create o
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ...he use of [[Enforced Player Anonymity]] of course also need to mediate the interaction so players' identifies cannot be determined. ...lated Planning]] and [[Constructive Gameplay]], as well as making [[Social Interaction]] necessary. Being able to coordinate [[Collaborative Actions]] is thus oft
    10 KB (1,431 words) - 08:03, 14 August 2019
  • ...ain actions in return. One example of how this can be created is to have [[Social Organizations]], since these are formalized [[Alliances]] based around some ...ote [[Social Interaction]] even if it may be through the [[Social Dilemmas|Social Dilemma]] of [[Guilting]]. [[Delayed Reciprocity]] situations can also be u
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...all units that provide many possibilities to interrupt gameplay for social interaction. When [[Minigames]] have not been clearly advertised as part of the gamepla [[Minimalized Social Weight]],
    8 KB (1,141 words) - 15:51, 15 August 2016
  • ...the name of ''wizards'' to create new code and revise it as well as solve social conflicts. These [[Game Masters]] were recruited from the player base and c ..., [[Enactment]], or [[Roleplaying]], they promote the presence of [[Social Interaction]] in games and allow for [[Negotiation]] regarding all aspects of the games
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...ve. [[Private Game Spaces]] strengthens this since it limits the amount of interaction possible between the players. While the [[Freedom of Choice]] to play may l ...ocial Statuses]] and [[Internal Rivalry]]. These various forms of [[Social Interaction]] may often be the main source why games with [[Persistent Game Worlds]] ha
    15 KB (2,038 words) - 10:37, 23 November 2015
  • ...nly consists of [[Altruistic Actions]]. By doing so, they can add [[Social Interaction]] to [[Massively Single-Player Online Games]] while maintaining [[Casual Ga ...hemselves a form of social activity, and by being so they provide [[Social Interaction]] in games. Since they allow players to notice what other players (often th
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  • ...This may be augmented with [[Game Masters]] to handle problematic [[Social Interaction]] between players and to collect information to develop [[Evolving Rule Set ...e be the most efficient; the use of [[Invites]] make players use their own social networks outside the game to populate these.
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  • ...[[Non-Player Help]] can provide unexpected support and open up for social interaction beyond that contained in the gameplay itself. ...ople caught up in the gameplay. Although difficult to know in advance, the interaction they provide can be interesting experience, red herrings, or [[Non-Player H
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  • In games where players need resources, one way of encouraging social interaction between them is to allow them to give each other gifts. If they are given f ...l Interaction]] with no direct negative consequences and no need real-time interaction, they are well-suited for [[Massively Single-Player Online Games]], [[Async
    3 KB (460 words) - 11:37, 13 July 2015
  • ...rn again and again to games it provides the basic requirement for [[Social Interaction]], that people can meet and interact with each other. [[Grinding]], [[Social Interaction]]
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  • Games such as [[FarmVille]] and [[Ravenwood Fair]] on social media platform often let players help other players. This create [[Guilting ...hem ask for help through [[Communication Channels]] or [[Unmediated Social Interaction]]. While [[Mutual FUBAR Enjoyment]] may be pleasurable to those taking part
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  • ...id this they can be designed to have [[Enforced Player Anonymity]] so that interaction beyond that available through gameplay actions is either impossible or only ...d Gameplay]]. This means avoiding [[Friend Lists]] and [[Unmediated Social Interaction]], restricting how [[Handles]] and other game elements that can identify pl
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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]] ====
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  • ...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
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  • ...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
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  • ...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]],
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  • ...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]],
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  • ...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
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  • ...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]]
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  • ...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]],
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  • ...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
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  • ...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]],
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  • ...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
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  • ...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
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  • ...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.
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  • 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]]
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  • ...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
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  • ''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
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  • ...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
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  • ''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
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  • ...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]].''
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  • ...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
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  • ''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]].
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  • ...ven if one is present through an avatar, is also likely to create [[Social Interaction]] between them. [[Social Interaction]]
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  • ''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
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  • ...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 [[
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  • ...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
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  • ...[Communication Channels]] between players, this is so common that [[Social Interaction]] nearly always is supported through the presence of this pattern. [[Social Interaction]]
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  • [[:Category:Social Media Games|Social Media Games]] with limited interaction between players, e.g. [[Candy Crush Saga]] and [[FarmVille]], many have [[M
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  • ...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]]
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  • ...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]]
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  • ...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]],
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  • ...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
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  • ...]] 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
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  • ...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.
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  • ...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]],
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  • ...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.
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  • ...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
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  • ...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
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  • ...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
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  • Note: ''the concept of ''[[Excise]] ''comes from the field of Human-Computer Interaction<ref name="cooper"/>. ...while performing them (i.e. ensuring that the [[Excise]] has [[Minimalized Social Weight]]).
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  • ...an also be achieved by giving players [[Functional Roles|Functional]] or [[Social Roles]], and somewhat paradoxically [[AI Players]] can be used for this als [[Social Roles]],
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  • [[Social Adaptability]], [[Social Rewards]],
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  • ...yers try to outguess the other player's action based on previous plays and social clues. ...but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. [[Bluffing]] in [
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  • ...nd and manages them, can be expressed as that they take on the necessary [[Social Roles]] provided by a game. The fourth, that players work towards solving p [[Social Interaction]],
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