Social Rewards

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Grinding

Can Modulate

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Can Be Instantiated By

Game-based Social Statuses, Global High Score Lists, High Score Lists, Memorabilia

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

or

New pattern created in this wiki.

References

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Acknowledgements