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a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Events Timed to Real World Game play events initiated by specific real time events occurring [Consequences] Ephemeral events Evolving game play design Encouraged return visits [Examples] Mafia Wars LifeSocialGame [Potential Enablers] | Tick-based games | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Evolving Game Play Design Rules of a game instance change as game play takes place [Consequences] Ephemeral events Encouraged return visits Exploration Red queen dilemma [Examples] Mafia Wars FarmVille Parking Wars Normic [Potential Enablers] | Events timed to real world | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Encouraged Return Visits Players are encouraged to return frequently to a certain part of game space [Consequences] Grinding [Examples] Parking Wars LifeSocialGame [Potential Enablers] | Catching ephemeral events Continuous goals Risk/reward Tick-based games | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Grinding The need to perform a certain task considered easy repeatedly [Consequences] Pottering [Examples] FarmVille LifeSocialGame Kantai Collection [Potential Enablers] | Difficulty and punishments Encouraged return visits | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Drop-In/Drop-Out Designed support to handle players entering and leaving ongoing game sessions [Consequences] Spontaneity Ephemeral events [Examples] Pet Societies Lego Star Wars [Potential Enablers] | Asynchronicity Persistent game worlds | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Private Game Spaces Parts of the game space that only a single player can manipulate directly [Consequences] Construction Visits Massively single-player games [Examples] FarmVille Puerto Rico Kantai Collection [Potential Enablers] | Difficulty and punishments Narrativity Persistent Game Worlds Drop-In/Drop-Out | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Massively Single-Player Online Games Games making use of other players’ game instances to provide input to the game state [Consequences] Symbolic physicality [Examples] Mafia Wars Spore LifeSocialGame [Potential Enablers] | Asynchronicity Private game spaces | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Construction Changing or rearranging game elements to form more complex structures [Consequences] Pottering [Examples] Mafia Wars FarmVille LifeSocialGame [Potential Enablers] | Fiction Narrativity Private game spaces | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Pottering The management of game resources for its own sake [Consequences] Static relations Juiciness [Examples] FrontierVille The Sims Kantai Collection [Potential Enablers] | Difficulty and punishment Grinding Construction | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Visits Temporary access to other players’ private game spaces [Consequences] Ephemeral events Massively single-player games [Examples] FarmVille Puerto Rico LifeSocialGame [Potential Enablers] | Inherent sociability Private game spaces | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Altruistic Actions Actions that have only explicit benefits for somebody else than is performing the action [Consequences] Non-player help Collaboration Expected reciprocity [Examples] FarmVille D&D Tiny Adventures [Potential Enablers] | Inherent sociability Free gift inventories Visits | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Non-Player Help Players can receive help in games by actions from those not playing [Consequences] Symbolic physicality Extra-game event broadcasting [Examples] FarmVille Lifelines in Who Wants to Be a Millionaire? [Potential Enablers] | Broadcasting ephemeral events Altruistic actions | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Invites The use of inviting new players to a game as game actions [Consequences] Extra-game event broadcasting [Examples] Mafia Wars FarmVille LifeSocialGame [Potential Enablers] | Inherent sociability Static relations Drop-in/drop-out Non-player help | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Extra-Game Event Broadcasting Game events are broadcast in a medium where others can perceive them [Consequences] Broadcasting ephemeral events [Examples] Mafia Wars [Potential Enablers] | Achievements Invites Non-player help | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Collaborative Actions Compound actions that require several players to perform actions [Consequences] Symbolic physicality Cooperation Delayed reciprocity Purchasable game advantages [Examples] FarmVille Pandemic LifeSocialGame [Potential Enablers] | Inherent sociability Altruistic actions Construction | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Delayed Reciprocity Players perform actions to help others under the assumption that they later will be helped in return [Consequences] Guilting [Examples] FrontierVille LifeSocialGame [Potential Enablers] | Inherent sociability Altruistic actions Collaborative actions | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Guilting Trying to influence another placer’s actions based upon moral grounds [Examples] FrontierVille Intrigue [Potential Enablers] | Ephemeral events Inherent sociability Delayed reciprocity | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Purchasable Game Advantages Players can pay real currency to gain some in-game advantage [Examples] FishVille FrontierVille Entropia Universe Kantai Collection [Potential Enablers] | Difficulty and punishment Collaborative actions Social status | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a663b069_kipedia__the_free_encyclopedia__Potential_Enablers | [Characteristic] Extra–Game Consequences Some actions within a game has pre-defined effects outside the game system [Consequences] Static relations Social status [Examples] Lil’ Green Patch ‘sugar beets’ in FarmVille [Potential Enablers] | Inherent sociability Altruistic actions Purchasable game advantages | [] | Social network game - Wikipedia, the free encyclopedia | Potential Enablers | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Active Object [Description] Decouples method execution from method invocation that reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for handling requests. [Other] N/A [In POSA2[19]] | Yes | [
[
"Y",
"e",
"s"
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[
"N",
"o"
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] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Balking [Description] Only execute an action on an object when the object is in a particular state. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Binding properties [Description] Combining multiple observers to force properties in different objects to be synchronized or coordinated in some way.[20] [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Block chain [Description] Decentralized way to store data and agree on ways of processing it in a Merkle tree, optionally using Digital signature for any individual contributions. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Double-checked locking [Description] Reduce the overhead of acquiring a lock by first testing the locking criterion (the 'lock hint') in an unsafe manner; only if that succeeds does the actual locking logic proceed. Can be unsafe when implemented in some language/hardware combinations. It can therefore sometimes be considered an anti-pattern. [Other] N/A [In POSA2[19]] | Yes | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Event-based asynchronous [Description] Addresses problems with the asynchronous pattern that occur in multithreaded programs.[21] [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Guarded suspension [Description] Manages operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Join [Description] Join-pattern provides a way to write concurrent, parallel and distributed programs by message passing. Compared to the use of threads and locks, this is a high level programming model. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Lock [Description] One thread puts a "lock" on a resource, preventing other threads from accessing or modifying it.[22] [Other] PoEAA[17] [In POSA2[19]] | No | [
[
"Y",
"e",
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],
[
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a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Messaging design pattern (MDP) [Description] Allows the interchange of information (i.e. messages) between components and applications. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
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[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Monitor object [Description] An object whose methods are subject to mutual exclusion, thus preventing multiple objects from erroneously trying to use it at the same time. [Other] N/A [In POSA2[19]] | Yes | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Reactor [Description] A reactor object provides an asynchronous interface to resources that must be handled synchronously. [Other] N/A [In POSA2[19]] | Yes | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Read-write lock [Description] Allows concurrent read access to an object, but requires exclusive access for write operations. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Scheduler [Description] Explicitly control when threads may execute single-threaded code. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Thread pool [Description] A number of threads are created to perform a number of tasks, which are usually organized in a queue. Typically, there are many more tasks than threads. Can be considered a special case of the object pool pattern. [Other] N/A [In POSA2[19]] | No | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
a7a3c0ea_kipedia__the_free_encyclopedia_Concurrency_patterns_In_POSA2_19_ | [Name] Thread-specific storage [Description] Static or "global" memory local to a thread. [Other] N/A [In POSA2[19]] | Yes | [
[
"Y",
"e",
"s"
],
[
"N",
"o"
]
] | Software design pattern - Wikipedia, the free encyclopedia | In POSA2[19] | https://en.wikipedia.org/wiki/Software_design_patterns | 16/1438042988312.76_20150728002308-00338-ip-10-236-191-2_871118499_3.json |
03d863f3_kipedia__the_free_encyclopedia__Rank | [Collar/epaulette markings] Red [Helmet colour/pattern] Yellow helmet, often with the Trainee's surname written across to allow trainers to identify them [Form of address] None [Rank] | Firefighter Trainee | [
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03d863f3_kipedia__the_free_encyclopedia__Rank | [Collar/epaulette markings] None [Helmet colour/pattern] Yellow helmet with a red diamond indicating the Firefighter is capable of responding to fire calls, but is in the final stage of his/her training [Form of address] None [Rank] | Firefighter Development | [
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5166d48c_kipedia__the_free_encyclopedia__Software_tracing | [Event logging] Consumed primarily by system administrators [Software tracing] | Consumed primarily by developers | [] | Tracing (software) - Wikipedia, the free encyclopedia | Software tracing | https://en.wikipedia.org/wiki/Tracing_(software) | 16/1438042988312.76_20150728002308-00045-ip-10-236-191-2_877680980_0.json |
5166d48c_kipedia__the_free_encyclopedia__Software_tracing | [Event logging] Logs "high level" information (e.g. failed installation of a program) [Software tracing] | Logs "low level" information (e.g. a thrown exception) | [] | Tracing (software) - Wikipedia, the free encyclopedia | Software tracing | https://en.wikipedia.org/wiki/Tracing_(software) | 16/1438042988312.76_20150728002308-00045-ip-10-236-191-2_877680980_0.json |
5166d48c_kipedia__the_free_encyclopedia__Software_tracing | [Event logging] Must not be too "noisy" (contain many duplicate events or information not helpful to its intended audience) [Software tracing] | Can be noisy | [] | Tracing (software) - Wikipedia, the free encyclopedia | Software tracing | https://en.wikipedia.org/wiki/Tracing_(software) | 16/1438042988312.76_20150728002308-00045-ip-10-236-191-2_877680980_0.json |
5166d48c_kipedia__the_free_encyclopedia__Software_tracing | [Event logging] A standards-based output format is often desirable, sometimes even required [Software tracing] | Few limitations on output format | [] | Tracing (software) - Wikipedia, the free encyclopedia | Software tracing | https://en.wikipedia.org/wiki/Tracing_(software) | 16/1438042988312.76_20150728002308-00045-ip-10-236-191-2_877680980_0.json |
5166d48c_kipedia__the_free_encyclopedia__Software_tracing | [Event logging] Event log messages are often localized [Software tracing] | Localization is rarely a concern | [] | Tracing (software) - Wikipedia, the free encyclopedia | Software tracing | https://en.wikipedia.org/wiki/Tracing_(software) | 16/1438042988312.76_20150728002308-00045-ip-10-236-191-2_877680980_0.json |
5166d48c_kipedia__the_free_encyclopedia__Software_tracing | [Event logging] Addition of new types of events, as well as new event messages, need not be agile [Software tracing] | Addition of new tracing messages must be agile | [] | Tracing (software) - Wikipedia, the free encyclopedia | Software tracing | https://en.wikipedia.org/wiki/Tracing_(software) | 16/1438042988312.76_20150728002308-00045-ip-10-236-191-2_877680980_0.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] wait [Past] | waited | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] reflect [Past] | reflected | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] greet [Past] | greeted | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] fret [Past] | fretted | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] rent [Past] | rented | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] note [Past] | noted | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] waste [Past] | wasted | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] adapt [Past] | adapted | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] regret [Past] | regretted | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] fund [Past] | funded | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] found [Past] | founded | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] grade [Past] | graded | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] abide [Past] | abided | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] plod [Past] | plodded | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] blend [Past] | blended | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
567d976d_kipedia__the_free_encyclopedia_Type_I_Past | [Present] end [Past] | ended | [] | Internal reconstruction - Wikipedia, the free encyclopedia | Past | https://en.wikipedia.org/wiki/Internal_reconstruction | 16/1438042988312.76_20150728002308-00100-ip-10-236-191-2_869426531_4.json |
db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Iconic technology [ICT4D 0.0] PC database [ICT4D 2.0] Mobile phone [ICT4D 1.0] | Telecentre | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Key application [ICT4D 0.0] Data processing [ICT4D 2.0] Services and production [ICT4D 1.0] | Content (and iteration) | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] The poor [ICT4D 0.0] Who? [ICT4D 2.0] Innovators and producers [ICT4D 1.0] | Consumers | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Key goal [ICT4D 0.0] Organizational efficiency [ICT4D 2.0] Growth and development [ICT4D 1.0] | MDGs | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Key issue [ICT4D 0.0] Technology's potential [ICT4D 2.0] Uptake and impact [ICT4D 1.0] | Readiness and availability | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Key actor [ICT4D 0.0] Government [ICT4D 2.0] All sectors [ICT4D 1.0] | Donors and NGOs | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Attitude [ICT4D 0.0] Ignore → Isolate [ICT4D 2.0] Integrate → innovate [ICT4D 1.0] | Idolise → Integrate | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Innovation model [ICT4D 0.0] Northern [ICT4D 2.0] Para-poor → per-poor [ICT4D 1.0] | Pro-poor → Para-poor | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Dominant discipline [ICT4D 0.0] Information Systems [ICT4D 2.0] Tribrid of CS, IS, and DS [ICT4D 1.0] | Informatics/Development Studies | [
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db5411d1_kipedia__the_free_encyclopedia__ICT4D_1_0 | [Issue // Phase] Development paradigm [ICT4D 0.0] Modernisation [ICT4D 2.0] Development 2.0 [ICT4D 1.0] | Human development | [
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35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Static relations Ephemeral events Global high score lists Friend lists [Consequences] Social status [Examples] Mafia Wars Icy Tower [Characteristic] | Public Player Statistics Information regarding players’ game instances are publicly available | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Static relations Spontaneity Fiction [Consequences] Tick-based games [Examples] FrontierVille LifeSocialGame [Characteristic] | Persistent Game Worlds Game state is independent from individual players’ game and play sessions | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Persistent game worlds [Consequences] Asynchronicity Asynchronous games Downtime Encouraged return [Examples] FarmVille Parking Wars LifeSocialGame [Characteristic] | Tick-Based Games Game time progresses according to real time, but in discrete steps | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Tick-based games [Consequences] Ephemeral events Evolving game play design Encouraged return visits [Examples] Mafia Wars LifeSocialGame [Characteristic] | Events Timed to Real World Game play events initiated by specific real time events occurring | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Events timed to real world [Consequences] Ephemeral events Encouraged return visits Exploration Red queen dilemma [Examples] Mafia Wars FarmVille Parking Wars Normic [Characteristic] | Evolving Game Play Design Rules of a game instance change as game play takes place | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Catching ephemeral events Continuous goals Risk/reward Tick-based games [Consequences] Grinding [Examples] Parking Wars LifeSocialGame [Characteristic] | Encouraged Return Visits Players are encouraged to return frequently to a certain part of game space | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Difficulty and punishments Encouraged return visits [Consequences] Pottering [Examples] FarmVille LifeSocialGame Kantai Collection [Characteristic] | Grinding The need to perform a certain task considered easy repeatedly | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Asynchronicity Persistent game worlds [Consequences] Spontaneity Ephemeral events [Examples] Pet Societies Lego Star Wars [Characteristic] | Drop-In/Drop-Out Designed support to handle players entering and leaving ongoing game sessions | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Difficulty and punishments Narrativity Persistent Game Worlds Drop-In/Drop-Out [Consequences] Construction Visits Massively single-player games [Examples] FarmVille Puerto Rico Kantai Collection [Characteristic] | Private Game Spaces Parts of the game space that only a single player can manipulate directly | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Asynchronicity Private game spaces [Consequences] Symbolic physicality [Examples] Mafia Wars Spore LifeSocialGame [Characteristic] | Massively Single-Player Online Games Games making use of other players’ game instances to provide input to the game state | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Fiction Narrativity Private game spaces [Consequences] Pottering [Examples] Mafia Wars FarmVille LifeSocialGame [Characteristic] | Construction Changing or rearranging game elements to form more complex structures | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Difficulty and punishment Grinding Construction [Consequences] Static relations Juiciness [Examples] FrontierVille The Sims Kantai Collection [Characteristic] | Pottering The management of game resources for its own sake | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Inherent sociability Private game spaces [Consequences] Ephemeral events Massively single-player games [Examples] FarmVille Puerto Rico LifeSocialGame [Characteristic] | Visits Temporary access to other players’ private game spaces | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Inherent sociability Free gift inventories Visits [Consequences] Non-player help Collaboration Expected reciprocity [Examples] FarmVille D&D Tiny Adventures [Characteristic] | Altruistic Actions Actions that have only explicit benefits for somebody else than is performing the action | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Broadcasting ephemeral events Altruistic actions [Consequences] Symbolic physicality Extra-game event broadcasting [Examples] FarmVille Lifelines in Who Wants to Be a Millionaire? [Characteristic] | Non-Player Help Players can receive help in games by actions from those not playing | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Inherent sociability Static relations Drop-in/drop-out Non-player help [Consequences] Extra-game event broadcasting [Examples] Mafia Wars FarmVille LifeSocialGame [Characteristic] | Invites The use of inviting new players to a game as game actions | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Achievements Invites Non-player help [Consequences] Broadcasting ephemeral events [Examples] Mafia Wars [Characteristic] | Extra-Game Event Broadcasting Game events are broadcast in a medium where others can perceive them | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Inherent sociability Altruistic actions Construction [Consequences] Symbolic physicality Cooperation Delayed reciprocity Purchasable game advantages [Examples] FarmVille Pandemic LifeSocialGame [Characteristic] | Collaborative Actions Compound actions that require several players to perform actions | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Inherent sociability Altruistic actions Collaborative actions [Consequences] Guilting [Examples] FrontierVille LifeSocialGame [Characteristic] | Delayed Reciprocity Players perform actions to help others under the assumption that they later will be helped in return | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Ephemeral events Inherent sociability Delayed reciprocity [Examples] FrontierVille Intrigue [Characteristic] | Guilting Trying to influence another placer’s actions based upon moral grounds | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Difficulty and punishment Collaborative actions Social status [Examples] FishVille FrontierVille Entropia Universe Kantai Collection [Characteristic] | Purchasable Game Advantages Players can pay real currency to gain some in-game advantage | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
35e52312_kipedia__the_free_encyclopedia__Characteristic | [Potential Enablers] Inherent sociability Altruistic actions Purchasable game advantages [Consequences] Static relations Social status [Examples] Lil’ Green Patch ‘sugar beets’ in FarmVille [Characteristic] | Extra–Game Consequences Some actions within a game has pre-defined effects outside the game system | [] | Social network game - Wikipedia, the free encyclopedia | Characteristic | https://en.wikipedia.org/wiki/Social_network_game | 16/1438042987866.61_20150728002307-00300-ip-10-236-191-2_864502380_1.json |
1abf02cc_kipedia__the_free_encyclopedia__Event_logging | [Software tracing] Consumed primarily by developers [Event logging] | Consumed primarily by system administrators | [] | Tracing (software) - Wikipedia, the free encyclopedia | Event logging | https://en.wikipedia.org/wiki/Tracing_(software) | 16/1438042988312.76_20150728002308-00045-ip-10-236-191-2_877680980_0.json |
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