Social Needs
Human interactions in gaming contexts can fulfill various social needs and goals. Players often seek self-improvement and learning opportunities through gameplay and interactions with others.
Megnyitás
Indicates a one-directional relationship Social Needs
(Player Goals) Enhanced by Social Alternate Identity Anti pattern: Identity Theft Anti pattern: Impersonation Roleplaying Fantasy Escape Contribution Anti pattern: Secretly benefiting above others (pyramid schemes) Anti pattern: Leeching / parasitic behavior Following orders Self-improvement Anti pattern: Using the others exclusively for your own advantage Getting challenged by others Gameplay learning Learning from others Laughter Anti pattern: Trolling Goofing off Humor Novelty Anti pattern: Pranking Riffing Delight Surprise Discovery New horizons Meeting new people Primarily Social Compersion Anti pattern: Sadism Giving praise Giving Giving reinforcement Understanding Bodhisattva Love Sympathy Compassion Organizing people Anti pattern: Machiavellian manipulation Trade Reconciliation Diplomacy Reciprocating Nurturing Anti pattern: Spitefulness Anti pattern: Griefing Giving support "Co-parenting" Mentoring Teaching Parenting Sherpa Defending Social Only Bonding Anti pattern: Stalking Anti pattern: Gossip Two-way disclosure Reassurance
Secrets
Intimacy
Conversation
Gossip
Chatting
One-way disclosure Fandom (consumption)
Following
Stalking
Lurking
Voyeurism
Acclaim Anti pattern: Domination Accomplishment Creator sharing (content) Self-esteem Feeling useful / competent Being accepted Seeking support Being relied on Mastery Adoration Anti pattern: Psychological entitlement Anti pattern: Narcisissm Peacocking Preening Influence Showmanship Exhibitionism Fame Recognition of expertise Affiliation Anti pattern: Ostracization Communal problem solving Group rituals Shared beliefs Relying on others Teamanship Camaraderie / Group competitive Rooting for my team Pride from my team / group winning Leaderboards Storytelling to reinforce culture Belonging (to a large / small group) Accountability Company Shared memory Acquaintanceship Out of game connection Friendship Companionship