Difference between revisions of "Togetherness"

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(Relations)
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== Relations ==
 
== Relations ==
[[Reflective Communication]]
+
[[Reflective Communication]],
[[Real-Time Games]]
+
[[Real-Time Games]],
[[Drop-In/Drop-Out]]
+
[[Team Strategy Identification]],
[[Team Strategy Identification]]
+
[[Spectacular Failure Enjoyment]],
[[Spectacular Failure Enjoyment]]
+
[[Multiplayer Games]],
[[Multiplayer Games]]
+
[[Parties]],
[[Guilting]]
+
[[Social Rewards]],
[[Player Elimination]]
+
[[Communication Channels]],
[[Parties]]
+
[[Negotiable Game Instance Duration]],
[[Social Rewards]]
+
[[Social Roles]],
[[Communication Channels]]
+
[[Actor Detachment]],
[[Negotiable Game Instance Duration]]
+
[[Social Adaptability]],
[[Social Roles]]
+
[[Backseat Gamers]],
[[Actor Detachment]]
+
[[Mutual FUBAR Enjoyment]],
[[Social Adaptability]]
+
[[Game Instance Stories]],
[[Backseat Gamers]]
+
[[Friend Lists]],
[[Mutual FUBAR Enjoyment]]
+
[[Synchronous Gameplay]],
[[Game Instance Stories]]
+
[[TvT]],
[[Ragequitting]]
+
[[Team Development]],
[[Unsynchronized Game Sessions]]
+
[[Teams]],
[[Friend Lists]]
+
[[Lull Periods]],
[[Synchronous Gameplay]]
+
[[Shared Penalties]],
[[TvT]]
+
[[Shared Rewards]],
[[Team Development]]
+
[[Teams]]
+
[[Lull Periods]]
+
[[Shared Penalties]]
+
[[Shared Rewards]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Drop-In/Drop-Out]],
 +
[[Guilting]],
 +
[[Player Elimination]],
 +
[[Ragequitting]],
 +
[[Unsynchronized Game Sessions]]
  
 
== History ==
 
== History ==

Revision as of 07:01, 14 April 2022

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

For a more thorough examination of the concept of Togetherness in the context of gaming, see Bergström 2012[1].

Examples

Anti-Examples

optional

Using the pattern

Collins[2]:

  • Group solidarity, a feeling of membership
  • Emotional energy in the individual: a feeling of confidence, elation, strength, enthusiasm, and initiative in taking action
  • Symbols that represent the group: emblems or other representations (visual icons, words, gestures) that members feel are associated with themselves collectively; these are Durkheim’s “sacred objects”. Persons pumped up with feelings of group solidarity treat symbols with great respect and defend them against the disrespect of outsiders, and even more of renegade insiders.
  • Feelings of morality: the sense of rightness in adhering to the group, respecting its symbols, and defending both against transgressors. Along with this goes the sense of moral evil or impropriety in violating the group’s solidarity and symbolic representations.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Reflective Communication, Real-Time Games, Team Strategy Identification, Spectacular Failure Enjoyment, Multiplayer Games, Parties, Social Rewards, Communication Channels, Negotiable Game Instance Duration, Social Roles, Actor Detachment, Social Adaptability, Backseat Gamers, Mutual FUBAR Enjoyment, Game Instance Stories, Friend Lists, Synchronous Gameplay, TvT, Team Development, Teams, Lull Periods, Shared Penalties, Shared Rewards,

Can Instantiate

-

with Cooperation or Negotiation

Reflective Communication

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Drop-In/Drop-Out, Guilting, Player Elimination, Ragequitting, Unsynchronized Game Sessions

History

New pattern created in this wiki.

References

  1. Bergström, K. 2012. Playing for Togetherness - Designing for Interaction Rituals through Gaming. Doctoral thesis in Interaction Design, Gothenburg University.
  2. Collins, R. 2004. Interaction ritual chains, Princeton University Press..

Acknowledgements

Karl Bergström