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
Collins (2004, p.49): 1. Group solidarity, a feeling of membership; 2. Emotional energy in the individual: a feeling of confidence, elation, strength, enthusiasm, and initiative in taking action; 3. 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. 4. 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.
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.