Determinantes for colloboration in networked multi user games

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    Abstract

    Game users can behave co-operatively or competitively with other players. An experiment was performed to test the hypothesis that a shared social space (SSS) with continuous and "rich" communication possibilities leads to an increase in forming coalitions. The DOOM game – as a simulation of a competitive world – provides a test environment, where a group of four players has to fight against each other. Two samples of 12 players each were tested playing DOOM: one with the SSS conditions (continuous spoken communication mode, small physical distance among players, no headphones) and another under the condition of separation during the game (discontinuous communication mode: spoken communication only during a break, large physical distance and headphones during the game). During a break all players had have the chance to discuss the outcome of the first trial (group process feedback). The SSS conditions led to a significantly increased amount of coalitions between players. Group process feedback also had a positive effect on the extent of coalitions among players. Finally, design recommendations for networked multi-user games are provided.
    Original languageEnglish
    Title of host publicationWorkshop Notes of First International Workshop on Entertainment Computing: 'Entertainment Computing: Technologies and Applications'
    EditorsR. Nakatsu
    PublisherInformation Processing Society of Japan
    Pages307-318
    Publication statusPublished - 2002
    Eventconference; IWEC 2002 workshop -
    Duration: 1 Jan 2002 → …

    Conference

    Conferenceconference; IWEC 2002 workshop
    Period1/01/02 → …
    OtherIWEC 2002 workshop

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