skip to main content
10.1145/3235765.3236497acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
poster

Would gamers collaborate given the opportunity?

Published:07 August 2018Publication History

ABSTRACT

Understanding player preference and behavioral tendency in the presence of collaborative opportunities is fundamental to building cooperative video games.1 Such knowledge allows the integration and fine-tuning of features to further engage players. This paper presents an ongoing study that approaches the subject by posing a simple question: when opportunities are provided, would players choose to cooperate? The work analyzes existing well-established cooperative game design patterns and identifies effective attributes of game mechanics that are characterized by the patterns. Small multiplayer games that focused on each of the attributes are built where in each case the players have the options of collaborating or completing the tasks individually. In this way, the effects of each attribute can be analyzed independently to provide insights into players' behavior under specific variations of conditions. While the testing is ongoing, our results will provide directions for future integration of collaborative features in games. Additionally, our approach of identifying implementable attributes based on the principles of cooperative game design patterns serves as a template for systematic approach to building cooperative video games.

References

  1. Velez, John A, et al., "Violent Video Games and Reciprocity." Communication Research, vol. 43, no. 4, 2012, pp. 447--467.Google ScholarGoogle ScholarCross RefCross Ref
  2. Greitemeyer, et al., "How to Ameliorate Negative Effects of Violent Video Games on Cooperation: Play It Cooperatively in a Team." Computers in Human Behavior, vol. 28, no. 4, 2012, pp. 1465--1470. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Seif El-Nasr, Magy, et al., "Understanding and Evaluating Cooperative Games." Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2012, pp. 253--262. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Beznosyk, Anastasiia, et al., "The Influence of Cooperative Game Design Patterns for Remote Play on Player Experience." Proceedings of the 10th Asia Pacific Conference on Computer Human Interaction, 2012, pp. 11--20. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Malone, Thomas W., and Mark R. Lepper. "Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning." Aptitude, Learning, and Instruction: Conference on Conative and Affective Process Analyses: Papers. Vol 3, Conative and Affective Process Analyses, by Richard E. Snow and Marshall J. Farr, vol. 3, Erlbaum, 1987, pp. 223--253.Google ScholarGoogle Scholar
  6. Buchinger, and Da Silva Hounsell. "Guidelines for Designing and Using Collaborative-Competitive Serious Games." Computers & Education, vol. 118, 2018, pp. 133--149. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Greitemeyer, Tobias, and Christopher Cox. "There's No 'I' in Team: Effects of Cooperative Video Games on Cooperative Behavior." European Journal of Social Psychology, vol. 43, no. 3, 2013, pp. 224--228.Google ScholarGoogle ScholarCross RefCross Ref
  8. Velez, John A. "Extending the Theory of Bounded Generalized Reciprocity: An Explanation of the Social Benefits of Cooperative Video Game Play." Computers in Human Behavior, vol. 48, 2015, pp. 481--491. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Greitemeyer, Tobias, and Dirk O Mügge. "Video Games Do Affect Social Outcomes." Personality and Social Psychology Bulletin, vol. 40, no. 5, 2014, pp. 578--589. Shared Objects: define objects in the game that can be accessed and manipulated by all players creating a sense of commonality in the environment, existing together, and collective ownership. Shared Objects: define objects in the game that can be accessed and manipulated by all players creating a sense of commonality in the environment, existing together, and collective ownership.Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Would gamers collaborate given the opportunity?

      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 Other conferences
        FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital Games
        August 2018
        503 pages

        Copyright © 2018 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: 7 August 2018

        Check for updates

        Qualifiers

        • poster

        Acceptance Rates

        FDG '18 Paper Acceptance Rate39of95submissions,41%Overall Acceptance Rate152of415submissions,37%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader