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Week 10 Run: Losing Together

Multiplayer tilt, griefing, and why blame gets distributed so unevenly after a shared loss

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26 April 2027

Losing alone is between you and the game. Losing with four other people introduces a second failure state on top of the first: working out whose fault it was. Attribution theory predicts teams will blame teammates more than themselves, and multiplayer game design either fights that tendency or feeds it.

Before the session

Bring a post-match screen, scoreboard, or replay feature from a multiplayer game and say whether it helps a team figure out what went wrong or just gives them ammunition.

In the session

Comparing post-match feedback systems across genres — what gets measured, and what that measurement quietly implies about who lost the game.

Afterwards

Nothing due this week. This material feeds directly into week 11’s look at how failure gets performed for an audience.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team