Multiplayer Research Papers - Academia.edu (original) (raw)
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.
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.
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.
- by Stefan Liszio and +1
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- Video Games, Social Presence, Player Experience, Virtual Reality
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.
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.
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.
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.
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.
- by tom may
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- Networking, Coding, Programming, C++