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
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
Reflective Communication Real-Time Games Drop-In/Drop-Out Team Strategy Identification Spectacular Failure Enjoyment Multiplayer Games Guilting Player Elimination Parties Social Rewards Communication Channels Negotiable Game Instance Duration Social Roles Actor Detachment Social Adaptability Backseat Gamers Mutual FUBAR Enjoyment Game Instance Stories Ragequitting Unsynchronized Game Sessions Friend Lists Synchronous Gameplay TvT Team Development Teams Lull Periods Shared Penalties Shared Rewards
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.
- Bergström(2012): Playing for Togetherness - Designing for Interaction Rituals through Gaming. Doctoral thesis in Interaction Design, Gothenburg University.