via Ashley @ CHI2010
Understanding and Evaluating Cooperative Games
Research sponsored by Bardel Entertainment, who is developing a VW for kids
Simon Fraser University
Related Paper>>
Very few successful VIDEO games (not facebook games)
Build as cooperation as after thought
What cooperative patterns work and what don’t?
14 games w / coop patterns 4 kids
e.g.: Harry potter and goblet of fire, lego star wars, wall e, kung fu panda, rock band, little big planet, kameo, etc.
Principles of cooperative design (Rocha et al 2008):
Mario Galaxy:
Limited resources – number of stars collected in shared resource
Shared goal – goal for both players is to gather certain amt of stars
8 – 12 year olds target (tested 6 – 16 y.o.s) – video tape playing + post play interviews
Performance metrics:
Laughter:
Lego Star Wars: got most laughter; little big planet 2nd most
Causes for increased laughter: narrative, funny character moments, shared goals btw players
Worked out strategies:
Lego SW b/c sharing puzzles together within a game… shared goals and complementarity betw characters
Helping each other:
Kameo, then LSW – action adventure games
Kameo is 3d… it was hard for younger kids, so a lot of helping from peers
Shared goals, synergies between goals
Wait for each other:
LSW, Kameo
Causes: shared puzzles, shared goals, camera (in LSW, all characters have to be together before you proceed to next room – have to wait for everyone and work together to move on)
Got in each other’s way:
LSW b/c of camera – condensing all characters in one space, tend to get in each other’s way
Conclusions:
Camera = really important – interesting pattern affecting cooperation
Understanding and Evaluating Cooperative Games
Research sponsored by Bardel Entertainment, who is developing a VW for kids
Simon Fraser University
Related Paper>>
Very few successful VIDEO games (not facebook games)
Build as cooperation as after thought
What cooperative patterns work and what don’t?
14 games w / coop patterns 4 kids
e.g.: Harry potter and goblet of fire, lego star wars, wall e, kung fu panda, rock band, little big planet, kameo, etc.
Principles of cooperative design (Rocha et al 2008):
- Complementarity between character roles
- Synergies btw abilities (allow one character to help the other)
- Abilities that can only be used on another player
- Shared goals – forces player to cooperate together thru synchronized goals
- Special rules to allow collaboration (specific constraints on how actions affect friendly players)
- Camera:
- Split
- Static
- Dynamic with team
- Two characters Interacting with same object
- Shared puzzles
- Shared character (lego star wars – two players can share character between them)
Mario Galaxy:
Limited resources – number of stars collected in shared resource
Shared goal – goal for both players is to gather certain amt of stars
8 – 12 year olds target (tested 6 – 16 y.o.s) – video tape playing + post play interviews
Performance metrics:
- Laughter or excitement together
- Worked out strategies planned strategies, succeeded
- Helping by controlling vs telling
- When did they wait for ea other
- When did they get in ea other’s way
Laughter:
Lego Star Wars: got most laughter; little big planet 2nd most
Causes for increased laughter: narrative, funny character moments, shared goals btw players
Worked out strategies:
Lego SW b/c sharing puzzles together within a game… shared goals and complementarity betw characters
Helping each other:
Kameo, then LSW – action adventure games
Kameo is 3d… it was hard for younger kids, so a lot of helping from peers
Shared goals, synergies between goals
Wait for each other:
LSW, Kameo
Causes: shared puzzles, shared goals, camera (in LSW, all characters have to be together before you proceed to next room – have to wait for everyone and work together to move on)
Got in each other’s way:
LSW b/c of camera – condensing all characters in one space, tend to get in each other’s way
Conclusions:
Camera = really important – interesting pattern affecting cooperation
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