Abstract
By looking at videogame production through a two-vector model of design – a practice determined by the interplay
between economic and technological evolution – we argue that shared screen play, as both collaboration and
competition, originally functioned as a desirable pattern in videogame design, but has since become problematic
due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary
loss of a design pattern’s contextual function due to techno-economical evolution.