Multiplayer Research Papers - Academia.edu (original) (raw)

Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players... more

Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014). Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997), it is shown how a group of players evolved their interactions from team play to squad play. It is argued that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players... more

Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014). Utilising the key components of team interaction in the context
of distributed and ad-hoc military teams (Pascual et al., 1997), it is shown how a group of players evolved their interactions from team play to squad play. It is argued that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

Trabalho de Conclusão de Curso (TCC) que investiga como se dá a relação dos jogadores com os jogos através de um Estudo de Caso do League of Legends. Com isso, busca-se entender as práticas de consumo dos jogadores e entender como a... more

Trabalho de Conclusão de Curso (TCC) que investiga como se dá a relação dos jogadores com os jogos através de um Estudo de Caso do League of Legends. Com isso, busca-se entender as práticas de consumo dos jogadores e entender como a relação de jogador-consumidor pode evoluir para uma relação de jogador-fã.

Augmented Reality Gaming is a fast developing technology in the gaming world. It integrates the game’s visual and audio content with the user's environment in real time. This technology enables us to use the existing environment and help... more

Augmented Reality Gaming is a fast developing technology in the gaming world. It integrates the game’s visual and audio content with the user's environment in real time. This technology enables us to use the existing environment and help create a playing field within it. In this paper, we are proposing a multi-player game using augmented reality through Wi-Fi/hotspot to play offline. Here, one can view cubes in their augmented world through their camera. The user in single player mode must locate the cubes in their environment and shoot the cubes to score and progress to the next level. The users in multi-player mode compete with each other to score within the given time frame. This being a completely offline game serves as a biggest advantage as it could be played anywhere and it could be widely used by everyone to have a fun gaming experience.

Comparison of user experience between multiplayer digital games and board games is largely unexplored in the literature, with no instrument found to suitably measure user experience across game formats. This study explores the use of the... more

Comparison of user experience between multiplayer digital games and board games is largely unexplored in the literature, with no instrument found to suitably measure user experience across game formats. This study explores the use of the Social Presence module of the Games Experience Questionnaire to measure user experience in a multiplayer board game involving 12 participants across 3 separate sessions. Scale analysis and correlation with semistructured interviews held with the participants suggest that the instrument is reliable and valid and can thus be used for measurement and comparison of user experience across game formats. The Games Experience Questionnaire can therefore be used to scale-up board game research by diminishing reliance on interviews as well as to assist in the choice between digital and nondigital implementation of gameplay forming part of an overarching story, such as in transmedial productions

In the current era of smartphone, mobile games have become really popular. To the high growth rate of mobile media, online games are getting progressively well-known and have been generally played, particularly among teenage-aged... more

In the current era of smartphone, mobile games have become really popular. To the high growth rate of mobile media, online games are getting progressively well-known and have been generally played, particularly among teenage-aged citizens. Our paper is about learning the development process of an ordinary online multiplayer game model and analysis of the complexity for its mobile option by several types of testing using Unity game engine. The emphasis is put on utilizing the inherent Unity segments in a multiplayer game in particular, building up accessory practices to utilize Unity's Scripting API for C# and incorporating outsider segments like the networking engine, 2D models, and molecule frameworks made for use with Unity and accessible through the Unity Asset Store. We choose to lead a convenient testing on the implemented mobile game application. We also make remarks on Unity as a multiplayer game improvement condition and execution engine.

The dominant metaphor used to describe and situate MMORPGs, or massively multiplayer online role playing games (e.g. Ultima Online, EverQuest, World of Warcraft, Second Life, etc.), has been "new world" and "new frontier." By deploying... more

The dominant metaphor used to describe and situate MMORPGs, or massively multiplayer online role playing games (e.g. Ultima Online, EverQuest, World of Warcraft, Second Life, etc.), has been "new world" and "new frontier." By deploying this powerful imagery, game developers, players, the popular media, and academic researchers draw explicit connections between the technology of MMORPGs and the European encounter with the Americas and the western expansion of the United States. Although providing a compelling and often recognizable explanation of the innovations and opportunities of this new technology, the use of this terminology comes with a considerable price, one that had been demonstrated and examined by scholars of the Internet, cyberspace, and virtual reality over a decade ago. This essay explores the impact and significance of the terms "new world" and "frontier" as they have been deployed to explain and describe MMORPGs.

Este artigo busca compreender o consumo de bens virtuais nas práticas cotidianas de jogadores do jogo on-line League of Legends (LoL) para refletir sobre a própria constituição social dos consumidores desse jogo on-line. O objeto de... more

Este artigo busca compreender o consumo de bens virtuais nas práticas cotidianas de jogadores do jogo on-line League of Legends (LoL) para refletir sobre a própria constituição social dos consumidores desse jogo on-line. O objeto de estudo centrou-se nas skins disponíveis em LoL, as quais foram especificamente observadas nas relações estabelecidas com os jogadores e suas motivações de aquisição e interpretação desses bens no ambiente do jogo. O arcabouço teórico-analítico parte da orientação da abordagem antropológica do consumo. Como recorte empírico, a discussão será evidenciada por meio de uma pesquisa com premissas etnográficas com um grupo de consumidores de League of Legends das cidades de Belém (PA), Diadema (SP) e Osasco (SP). As reflexões indicam que as motivações principais para o consumo dessas mercadorias em League são baseadas na atuação essencial dos valores simbólicos em detrimento dos valores de uso e de troca.

Several strategies have been proposed to improve patient motivation and exercise intensity during robot-aided stroke rehabilitation. One relatively unexplored possibility is two-player gameplay, allowing subjects to compete or cooperate... more

Several strategies have been proposed to improve patient motivation and exercise intensity during robot-aided stroke rehabilitation. One relatively unexplored possibility is two-player gameplay, allowing subjects to compete or cooperate with each other to achieve a common goal. In order to explore the potential of such games, we designed a two-player game played using two ARMin arm rehabilitation robots.

Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game... more

Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014). Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997), I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

El co-playing en línea es una práctica de copresencia que conlleva la socialización entre personas ubicadas en distintos lugares físicos y que se ha incrementado en el período comprendido entre marzo y junio de 2020, durante la crisis... more

El co-playing en línea es una práctica de copresencia que conlleva la socialización entre personas ubicadas en distintos lugares físicos y que se ha incrementado en el período comprendido entre marzo y junio de 2020, durante la crisis sanitaria de la COVID-19. Esta investigación tiene como objetivo entender las prácticas de co-playing en línea durante el confinamiento, en diferentes juegos y plataformas. Para ello, se ha utilizado el método de estudio de caso, con técnicas etnográficas digitales: observación participante y entrevistas semi-estructuradas. El estudio ha identificado tres perfiles de practicantes del co-playing: iniciación, adaptación e intensificación. El primer perfil se caracteriza por haberse iniciado en estas prácticas dentro del contexto del confinamiento; el segundo ha adaptado sus prácticas lúdicas al espacio digital en línea. Mientras que, el tercero, ha incrementado el tiempo y la frecuencia de juego. Los resultados muestran que el co-playing ha permitido generar copresencia, tanto sincrónica como asincrónica, entre pares y, en menor medida, entre familiares. Finalmente, se destaca que la práctica del co-playing durante el confinamiento ha sido una actividad motivada por la búsqueda del bienestar, ya que ha ayudado a fortalecer lazos sociales y a contrarrestar el malestar y los sentimientos negativos producidos por el confinamiento y todas las consecuencias sociales asociadas a la COVID-19.

— The P4G Business Game is a simulation game that has been developed in the context of the European project PLAY4GUIDANCE. In alignment with the project objectives, the P4G online interactive space in the form of a business game is... more

— The P4G Business Game is a simulation game that has been developed in the context of the European project PLAY4GUIDANCE. In alignment with the project objectives, the P4G online interactive space in the form of a business game is addressing both theory development issues and learning purposes and meets the conditions and specifications that attain to bring the world of education and training in close contact with the job market and match school and university curricula to the market's real needs. In this context the business game provides a basic supplement and interactive educational approach to the core curriculum of business and economic classes. In this highly engaging and motivating environment, users are trained and guided in the use of entrepreneurial, transversal and mathematical skills. What differentiates the P4G Business Game from other relevant simulation games is its innovative implementation of a set of evaluation mechanisms that are embedded in the game aiming both to assess the users' performance and to scaffold and guide them. The evaluation tool provides users with individual tracking of their performance on every aspect of management of a company and supports them to reflect on previous decisions, review their effect, and apply critical thinking and problem-solving skills in order to improve the problematic areas. The design and development of the P4G self-evaluation tool was realized based on a set of pilot tests and research action plans on the basis of assessing (1) players' level of the key skills and competences highlighted in the P4G matrix and (2) players' performance in alignment with the learning objectives highlighted by the P4G Pedagogical Framework and involved all project member countries as well as target groups: unemployed, students, teachers. The findings from the testing phase have shown a positive level of reliability of the P4G Evaluation tool regarding the assessed competences and its scaffolding nature as an entrepreneurial training tool.

Designing multiplayer virtual reality games is a challenging task since immersion is easily destroyed by real world in uences. However, providing fun and social virtual reality experiences is inevitable for establishing virtual reality... more

Designing multiplayer virtual reality games is a challenging task since immersion is easily destroyed by real world in uences. However, providing fun and social virtual reality experiences is inevitable for establishing virtual reality gaming as a convincing new medium. We propose a design approach to integrate social interactions into the game design while retaining immersion, and present design methods to implement
this approach. Furthermore, we describe the game design of a collaborative local multi-player/platform virtual reality game to demonstrate the application and effectiveness of our methods.

Pirates of the Burning Sea (Flying Lab Software 2008) is a distinctive MMOPRPG involving national rivalries in the early eighteenth-century Caribbean. As such it faces an uphill battle to win a gaming audience in a marketplace dominated... more

Pirates of the Burning Sea (Flying Lab Software 2008) is a distinctive MMOPRPG involving national rivalries in the early eighteenth-century Caribbean. As such it faces an uphill battle to win a gaming audience in a marketplace dominated by fantasy titles. One of the game’s most innovative but potentially problematic features is the implementation of a proprietorship investment model to encourage long-term player involvement.

Background: Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for... more

Background: Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for everyone, and the user experience in competitive and cooperative serious games depends on many factors. One important factor is the verbal interaction between players, but the effect of this factor has not been extensively studied because of the lack of a validated measurement tool.

El co-playing en línea es una práctica de copresencia que conlleva la socialización entre personas ubicadas en distintos lugares físicos y que se ha incrementado durante el período comprendido entre marzo y junio de 2020, durante la... more

El co-playing en línea es una práctica de copresencia que conlleva la socialización entre personas ubicadas en distintos lugares físicos y que se ha incrementado durante el período comprendido entre marzo y junio de 2020, durante la crisis sanitaria de la COVID-19. Esta investigación tiene como objetivo entender las prácticas de co-playing en línea durante el confinamiento, en diferentes juegos y plataformas. Para ello, se ha utilizado el método de estudio de caso, con técnicas etnográficas digitales: observación participante y entrevistas semi-estructuradas. El estudio ha identificado tres perfiles de practicantes del co-playing: iniciación, adaptación e intensificación. El primer perfil se caracteriza por haberse iniciado en estas prácticas dentro del contexto del confinamiento; el segundo ha adaptado sus prácticas lúdicas al espacio digital en línea. Mientras que, el tercero, ha incrementado el tiempo y la frecuencia de juego. Los resultados muestran que el co-playing ha permitid...

Dedicated forums are a location of players' expression, where they showcase their tricks, etc, but also wher they will express their representations of the game and confront each other about it. These confrontations are based on value... more

Dedicated forums are a location of players' expression, where they showcase their tricks, etc, but also wher they will express their representations of the game and confront each other about it. These confrontations are based on value systems that shape players conceptions of well played. Our study, based on a corpus of over 750 messages from official forums of 3 popular MMORPGs, assesses the principles of justification raised by the players when they enter a conflict. Thanks to the Common Worlds of justification (Boltanski & Thévenot), we classified players' interventions and highlighted the types of arguments in these situations of disagreement. Results show that there are few correlations between the players' characteristics and the Common Worlds mobilized. However, the Common Worlds model appears relevant to highlight different conceptions of the gameplay: strategic conceptions are encountered in Domestic and Industrial worlds; tactical conceptions are most often noticed in the Market world. This paper also draws some methodological conclusions about this model.

According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different... more

According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: Harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.

L’identité générique du jeu de stratégie en temps réel pose problème dès lors qu’on cherche à le penser historiquement. Entre le premier jeu nommé explicitement « real-time strategy » (Computer Quarterback, Danielle Bunten Berry, 1981) et... more

L’identité générique du jeu de stratégie en temps réel pose problème dès lors qu’on cherche à le penser historiquement. Entre le premier jeu nommé explicitement « real-time strategy » (Computer Quarterback, Danielle Bunten Berry, 1981) et les classiques du genre de la fin de la décennie 1990, l’expression se fait discrète. L’objectif de cette présentation sera de démontrer que même pour un genre dont les critères semblent inscrits dans le nom lui-même — stratégie et temps réel —, le genre est un processus de dénomination qui tient lieu d’un phénomène largement culturel. On soulignera trois points essentiels pour comprendre le vaste champ de la stratégie dans la décennie 1980 et sa relation avec l’action et le multijoueur. Premièrement, plusieurs jeux sont qualifiés au début de la décennie 1980 de « real-time », « arcade » ou « action » combiné(s) avec « strategy », « wargame » ou « tactical », alors que l’utilisation de ces termes ne renvoie tout simplement pas au même sens. Deuxièmement, d’autres jeux sont qualifiés de « real-time strategy » rétrospectivement autant par des universitaires que par des historiens amateurs pour souligner leur importance pour le genre ou par définition, sans que ces jeux ne l’aient été de manière synchronique. Troisièmement, plusieurs jeux — en particulier ceux de Danielle Bunten Berry — contribuent à mettre en place une culture du multijoueur dont le jeu de stratégie en temps réel des décennies 1990 et 2000 est largement redevable.

The well-established Quality of Service and the relatively recently emerged Quality of Experience research topics are unquestionably linked, yet to date little effort has been invested in the study of their precise correlation and mutual... more

The well-established Quality of Service and the relatively recently emerged Quality of Experience research topics are unquestionably linked, yet to date little effort has been invested in the study of their precise correlation and mutual reciprocity. This paper examines the impact of three representative QoS-related parameters on user QoE in the particular context of location-based multiplayer games played on mobile devices. The choice for this research context is motivated by the rapidly expanding popularity of this application domain. Analysis of the quantitative and qualitative results from an empirical study involving 32 participants confirms that modifications in the performance of the investigated technical parameters does indeed hold implications for the quality of the users' experiences; at the same time, the results clarify the magnitude of these implications. Our findings are valuable as they provide practical insight in the QoS/QoE relationship and can hence aid software developers in delivering high-quality usage experiences to their customers.