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 language | English |
---|---|
Title of host publication | Entertainment computing : technologies and applications : IFIP : first international workshop on entertaining computing (IWEC 2002) ; May 14-17, 2002, Makuhari, Japan |
Editors | R. Nakatsu, J. Hoshino |
Place of Publication | Norwell USA |
Publisher | Kluwer Academic Publishers |
Pages | 313-321 |
ISBN (Print) | 1-402-07360-7 |
Publication status | Published - 2003 |
Event | conference; first international workshop on entertaining computing (IWEC 2002); 2003-05-14; 2003-05-17 - Duration: 14 May 2003 → 17 May 2003 |
Conference
Conference | conference; first international workshop on entertaining computing (IWEC 2002); 2003-05-14; 2003-05-17 |
---|---|
Period | 14/05/03 → 17/05/03 |
Other | first international workshop on entertaining computing (IWEC 2002) |