skip to main content
10.1145/3130859.3130864acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
abstract
Public Access

The Maze: Enabling Collaborative Planning in Games Through Annotation Interfaces

Published:15 October 2017Publication History

ABSTRACT

The Maze is a multiplayer game in which players collaboratively coordinate activities in advance in order to win. Utilizing planning, The Maze explores how players cooperate with each other by experimenting with available collaborative planning mechanics, communication channels, and view perspectives. Players use the in-game annotation system to plan actions in advance and then execute their plan to complete objectives and win in the game. Based on previous research on disaster response planning, we see an opportunity to develop games that help disaster responders practice effective planning activities through games. We present background research that helped inform the design of the game, followed by a description of the concept and design. We reflect on our observations from the gameplay testing session and discuss future work.

References

  1. Ernest Adams and Joris Dormans. 2012. Game Mechanics: Advanced Game Design (1st ed.). New Riders Publishing, Thousand Oaks, CA, USA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. David S. Alberts, John J. Garstka, Richard E. Hayes, and David A. Signori. 2001. Understanding information age warfare. Technical Report. DTIC Document. Google ScholarGoogle ScholarCross RefCross Ref
  3. Dedre Gentner and Albert L. Stevens. 1983. Mental Models. Lawrence Earlbaum Associates, Hillsdale, NJ, USA.Google ScholarGoogle Scholar
  4. Casper Harteveld, Rui Guimarães, Igor S Mayer, and Rafael Bidarra. 2010. Balancing play, meaning and reality: The design philosophy of LEVEE PATROLLER. Simulation & Gaming 41, 3 (June 2010), 316--340. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Jay Riddle. 2002. Cameras and Point-of-view in the Gamespace. In ACM SIGGRAPH 2002 Conference Abstracts and Applications (SIGGRAPH '02). ACM, New York, NY, USA, 155--155. DOI: http://dx.doi.org/10.1145/1242073.1242168 Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Katie Salen and Eric Zimmerman. 2004. Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, MA, USA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Lucy A. Suchman. 1987. Plans and Situated Actions: The Problem of Human-machine Communication. Cambridge University Press, New York, NY, USA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Phoebe O. Toups Dugas, William A. Hamilton, and Sultan A. Alharthi. 2016. Playing at Planning: Game Design Patterns from Disaster Response Practice. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16). ACM, New York, NY, USA, 362--375. DOI: http://dx.doi.org/10.1145/2967934.2968089 Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Phoebe O. Toups Dugas, Jessica Hammer, William A. Hamilton, Ahmad Jarrah, William Graves, and Oliver Garretson. 2014. A Framework for Cooperative Communication Game Mechanics from Grounded Theory. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play (CHI PLAY '14). ACM, New York, NY, USA, 257--266. DOI:http://dx.doi.org/10.1145/2658537.2658681 Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Phoebe O. Toups Dugas, Andruid Kerne, and William A. Hamilton. 2011. The Team Coordination Game: Zero-fidelity Simulation Abstracted from Fire Emergency Response Practice. ACM Trans. Comput.-Hum. Interact. 18, 4, Article 23 (Dec. 2011), 37 pages. DOI: http://dx.doi.org/10.1145/2063231.2063237 Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. U.S. Department of Homeland Security. 2008. National Incident Management System. U.S. Department of Homeland Security, Washington, DC, USA.Google ScholarGoogle Scholar
  12. Deepika Vaddi, Rina R. Wehbe, Phoebe O. Toups Dugas, Samantha N. Stahlke, Rylan Koroluk, and Lennart E. Nacke. 2015. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15). ACM, New York, NY, USA, 721--726. DOI: http://dx.doi.org/10.1145/2793107.2810302 Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Greg Wadley, Marcus Carter, and Martin Gibbs. 2015. Voice in Virtual Worlds: The Design, Use, and Influence of Voice Chat in Online Play. Human-Computer Interaction 30, 3--4 (2015), 336--365. DOI: http://dx.doi.org/10.1080/07370024.2014.987346 Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Karl E. Weick. 1995. Sensemaking in Organizations. Foundations for Organizational Science, Vol. 3. SAGE Publications.Google ScholarGoogle Scholar
  15. Jason Wuertz, Scott Bateman, and Anthony Tang. 2017. Why Players Use Pings and Annotations in Dota 2. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 1978--2018. DOI: http://dx.doi.org/10.1145/3025453.3025967 Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. The Maze: Enabling Collaborative Planning in Games Through Annotation Interfaces

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
        October 2017
        700 pages
        ISBN:9781450351119
        DOI:10.1145/3130859

        Copyright © 2017 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 15 October 2017

        Check for updates

        Qualifiers

        • abstract

        Acceptance Rates

        CHI PLAY '17 Extended Abstracts Paper Acceptance Rate46of178submissions,26%Overall Acceptance Rate421of1,386submissions,30%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader