Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior

Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work,...

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Main Authors: Niko Vegt, Valentijn Visch, Arnold Vermeeren, Huib de Ridder
Format: Article
Language:English
Published: Serious Games Society 2016-12-01
Series:International Journal of Serious Games
Subjects:
Online Access:http://journal.seriousgamessociety.org/index.php/IJSG/article/view/150
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spelling doaj-059cea727bb440b28a16a14087d0d59a2020-11-25T00:48:37ZengSerious Games SocietyInternational Journal of Serious Games2384-87662016-12-013410.17083/ijsg.v3i4.15080Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behaviorNiko Vegt0Valentijn Visch1Arnold Vermeeren2Huib de Ridder3Delft University of Technology, faculty of Industrial Design EngineeringDelft University of Technology, faculty of Industrial Design EngineeringDelft University of Technology, faculty of Industrial Design EngineeringDelft University of Technology, faculty of Industrial Design EngineeringSerious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us conclude that goal-driven rules steered players towards competition and cooperation. Interaction rules, in contrast, mainly stimulated dependent competitive behavior, e.g. obstructing each other. Since different types of rules thus led to different player behavior, discriminating in game design between interaction- and goal-driven rules seems relevant. Moreover, our research showed that game theory proved to be useful for understanding goal-driven rules. http://journal.seriousgamessociety.org/index.php/IJSG/article/view/150Game RulesInterdependenceCompetitionCooperationUser ResearchGame Theory
collection DOAJ
language English
format Article
sources DOAJ
author Niko Vegt
Valentijn Visch
Arnold Vermeeren
Huib de Ridder
spellingShingle Niko Vegt
Valentijn Visch
Arnold Vermeeren
Huib de Ridder
Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior
International Journal of Serious Games
Game Rules
Interdependence
Competition
Cooperation
User Research
Game Theory
author_facet Niko Vegt
Valentijn Visch
Arnold Vermeeren
Huib de Ridder
author_sort Niko Vegt
title Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior
title_short Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior
title_full Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior
title_fullStr Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior
title_full_unstemmed Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior
title_sort player experiences and behaviors in a multiplayer game: designing game rules to change interdependent behavior
publisher Serious Games Society
series International Journal of Serious Games
issn 2384-8766
publishDate 2016-12-01
description Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us conclude that goal-driven rules steered players towards competition and cooperation. Interaction rules, in contrast, mainly stimulated dependent competitive behavior, e.g. obstructing each other. Since different types of rules thus led to different player behavior, discriminating in game design between interaction- and goal-driven rules seems relevant. Moreover, our research showed that game theory proved to be useful for understanding goal-driven rules.
topic Game Rules
Interdependence
Competition
Cooperation
User Research
Game Theory
url http://journal.seriousgamessociety.org/index.php/IJSG/article/view/150
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