Determinants for collaboration in networked multi-user games

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    Abstract

    Game users can behave co-operatively or competitively. 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 provides a test environment. Two samples of 12 players each were tested playing DOOM: one with the SSS conditions (continuous communication mode, small physical distance among players) and another under the condition of separation during the game (discontinuous communication mode, large physical distance). 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 publicationEntertainment computing : technologies and applications : IFIP : first international workshop on entertaining computing (IWEC 2002) ; May 14-17, 2002, Makuhari, Japan
    EditorsR. Nakatsu, J. Hoshino
    Place of PublicationNorwell USA
    PublisherKluwer Academic Publishers
    Pages313-321
    ISBN (Print)1-402-07360-7
    Publication statusPublished - 2003
    Eventconference; first international workshop on entertaining computing (IWEC 2002); 2003-05-14; 2003-05-17 -
    Duration: 14 May 200317 May 2003

    Conference

    Conferenceconference; first international workshop on entertaining computing (IWEC 2002); 2003-05-14; 2003-05-17
    Period14/05/0317/05/03
    Otherfirst international workshop on entertaining computing (IWEC 2002)

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