skip to main content
research-article

Group play: determining factors on the gaming experience in multiplayer role-playing games

Published: 01 March 2008 Publication History
First page of PDF

References

[1]
Agarwal, R. and Karahana, E. 2000. Time flies when you're having fun: Cognitive absorption and beliefs about IT usage. MIS Quarterly 24, 4, 665.
[2]
Albaum, G. and Murphy, B. D. 1988. Extreme response on a Likert scale. Psychological Reports 63, 501--502.
[3]
Aylett, R. and Louchart, S. 2006. Unscripted narrative for affectively driven characters. IEEE Computer Graphics and Applications 26, 3, 42--52.
[4]
Barfield, W. and Weghorst, S. 1993. The sense of presence within virtual environments: A conceptual framework. In Proceedings of the Fifth International Conference on Human-Computer Interaction, (Udine, Italy), 699--704.
[5]
Bass, B. M., Cascio, W. F., and O'Connor, E. J. 1974. Magnitude estimations of expressions of frequency and amount. J. Applied Psychology 59, 313--320.
[6]
Birkett, N. J. 1986. Selecting the number of response categories for a Likert-type scale. In Proceedings of the American Statistical Association 1987 Annual Meetings, Section on Survey Research Methods.
[7]
Blankenship, A. B. 1940. The influence of the question form upon the response in a public opinion poll. Psychological Record 3, 345--422.
[8]
Bracken, C. C., Lance, R. L., and Denny, J. 2005 Gamers' sensations of spatial, social, and co- presence while playing online video games. In Proceedings of the Conference on FuturePlay.
[9]
Cox, E. P. 1980. The optimal number of response alternatives for a scale: A review. J. Marketing Research 17, 407--422.
[10]
Crawford, C. 1984. The Art of Computer Game Design. Osborne/McGraw-Hill, Berkeley CA, 1984.
[11]
Crawford, C. 2005. Chris Crawford on Interactive Storytelling, New Riders Games, Berkeley CA, 2005.
[12]
Cruz-Neira, C., Sandin, D. J., Defanti, T. A., Kenyon, R. V., and Hart, J. C. 1992. The CAVE: Audio visual experience automatic virtual environment. Communications of the ACM 35, 6, 65--72.
[13]
Edwards, R. 2001. GNS and Other Matters of Roleplaying Theory. Adept Press. Online publication: http://www.indie-rpgs.com/articles/1/.
[14]
Eladhari, M. and Lindley, C. A. 2005. Narrative structure in trans-reality role-playing games: Integrating story construction from live action, table top and computer-based role playing games. In Proceedings of the DiGRA Conference (Vancouver, Canada).
[15]
Ermi, L. and Mayra, F. 2005. Fundamental components of the game play experience: Analysing immersion. In Proceedings of the DiGRA Conference (Vancouver, Canada).
[16]
Fine, G. A. 2002. Shared Fantasy: Role Playing Games as Social Worlds. University of Chicago Press, Chicago, IL.
[17]
Fontaine, G. 1992. The experience of a sense of presence in intercultural and international encounters. Presence: Teleoperators and Virtual Environments 1, 4, 482--490.
[18]
Fritz, H. L. and Helgeson, V. S. 1998. Distinctions of unmitigated communion from communion: Self-neglect and over involvement with others. J. Personality and Social Psychology 75, 121--140.
[19]
Guard, T. 2000. Building character. Game Developer (May). http://www.gamasutra.com/features/20000720/gard_01.htm.
[20]
Hallford, N. and Hallford, J. 2001. Swords & Circuitry: A Designer's Guide to Computer Role Playing Games<. Prima Tech, Roseville CA, 2001.
[21]
Hassenzahl, M. et al. 2000. Hedonic and ergonomic quality aspects determine a software's appeal. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (The Hague, Netherlands), ACM, New York.
[22]
Heide-Smith, J. B. 2006. Plans and purposes: How videogame goals shape player behavior. Ph.D. dissertation, IT University of Copenhagen Press, Copenhagen.
[23]
Helgeson, V. S. and Fritz, H. L. 1999. Unmitigated agency and unmitigated communion: Distinctions from agency and communion. J. Research in Personality 33, 131--158.
[24]
Isbister, K. 2005. Better Game Characters by Design: A Psychological Approach, Morgan Kaufman.
[25]
Juul, J. 2005. Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press, Cambridge, MA.
[26]
Kim, J. 1997. Emotional usability of customer interfaces. In Proceedings of the CHI'97 Conference, (Atlanta, GA).
[27]
King, B. and Borland, J. 2003 Dungeons and Dreamers. The Rise of Computer Game Culture from Geek to Chic. McGraw-Hill, New York, NY.
[28]
Krauss, M., Scheuchenpflug, R., Piechulla, W., and Zimmer, A. 2001. Measurement of presence in virtual environments. In Experimentelle Psychologie im Spannungsfeld von Grundlagenforschung und Anwendung Proceedings (Leuvan, Belgium), 358--362.
[29]
Lessiter, J., Freeman, J., Keogh, E., and Davidoff, J. 2001. A cross-media presence questionnaire: The ITC-sense of presence inventory. Presence: Teleoperators & Virtual Environments 10<, 3, 282--297.
[30]
Lichtenstein, S. and Newman, J. R. 1967. Empirical scaling of common verbal phrases associated with numerical probabilities. Bulletin of the Psychonomic Society 9, 563--564.
[31]
Lindley, C. A. 2004. Trans-reality gaming. In Proceedings of the 2nd Annual International Workshop in Computer Game Design and Technology (Liverpool John Moores University).
[32]
Logan, R. J. 1994. Behavioral and Emotional Usability. Usability in Practice: How Companies Develop User Friendly Products. Academic Press, Boston, MA.
[33]
MacKay, D. 2001. The Fantasy Role-Playing Game: A New Performing Art. McFarland & Co., Jefferson, NC.
[34]
Manninen, T. and Kujanpaa, T. 2005. The hunt for collaborative war gaming - Case: Battlefield 1942. Game Studies 5, 1.
[35]
Marsh, T. 2003. Presence as experience: Film informing ways of staying there. Presence 12, 5.
[36]
McClendon, M. J. 1989. Acquiescence: A test of the cognitive limitations and question ambiguity hypotheses. Presented at the Meeting of the American Association for Public Opinion Research (St. Petersburg, FL).
[37]
McNeil, L. D. 1996. Homo inventans: The evolution of narrativity. Language & Communication 16<, 4, 331--360.
[38]
Meyer, J. 2000. Humour as a double-edged sword: Four functions of humour in communication. Communication Theory 10, 310--331.
[39]
Newman, K. 2004. Less splat more chat: Measuring fun in web-based communities. Griffith University, Brisbane, 2004.
[40]
Newman, K. 2005. Albert in Africa: Online role-playing and lessons from improvisational theatre. ACM J. of Computers In Entertainment 3, 3, article 4D.
[41]
Ragulayan, R. and Keeker, K. 2007: Measuring pleasure and fun: Playtesting. In Handbook of Formal and Informal Interaction Design Methods. Wilson, C. (ed.), Morgan Kaufmann.
[42]
Ragulayan, R., Gunn, D., and Romero, R. 2006. A gameplay-centered design framework for human factors in games. In International Encyclopedia of Ergonomics and Human Factors. W. Karwowski (ed.): Taylor & Francis.
[43]
Pinchbeck, D. 2005. Is presence a relevant or useful construct in designing game environments? In Proceedings of the 2nd Annual International Workshop in Computer Game Design and Technology (Liverpool John Moores University).
[44]
Read, J. C. and Macfarlane, S. J. 2000. Measuring fun. Computers and Fun 3.
[45]
Söderberg, J. and Waern, A, et al. 2004. Enhanced reality live role playing. In Proceedings of the Workshop on Gaming Applications in Pervasive Computing Environments, Second International Conference on Pervasive Computing (Vienna).
[46]
Takatalo, J., Hakkinen, J., Komulainen, J., Sarkela, H., and Nyman, G. Involvement and presence in digital gaming. In Proceedings of NordiCHI 2006: Changing Roles (Oslo).
[47]
Tellegen, A. and Atkinson, G. 1974. Openness to absorbing and self-altering experiences, a trait related to hypnotic susceptibility. J. Abnormal Psychology 83, 268--277.
[48]
Thorndike, R. M. 1978. Correlational Procedures for Research. Wiley, New York, NY.
[49]
Trappl, R. and Petta, P. (eds.) 1997. Creating Personalities for Synthetic Actors: Towards Autonomous Personality Agents. Springer, Berlin.
[50]
Tychsen, A., Newman, K., Brolund, T., and Hitchens, M. 2007a. Cross-format analysis of the gaming experience in multiplayer role playing games. In DIGRA 2007 (Tokyo), in press.
[51]
Tychsen, A., McIlwain, D., Brolund, T., and Hitchens, M. 2007b. Player-character dynamics in multiplayer role playing games. In DiGRA 2007 (Tokyo), in press.
[52]
Tychsen, A., Heide-Smith, J., Hitchens M. and Tosca, S. P. 2006. Communication in multi-player role playing games - The effect of medium. In Technologies for Interactive Digital Storytelling and Entertainment, Proceedings of the Third International Conference (TIDSE 2006, Darmstadt), 277--288.
[53]
Tychsen, A.; Tosca, S., and Brolund, T. 2006. Personalizing the player experience in MMORPGs. In Technologies for Interactive Digital Storytelling and Entertainment, Proceedings of the Third International Conference (TIDSE 2006, Darmstadt), 277--288.
[54]
Webster, J. and Martocchio, J. J. 1992. Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly 16, 2, 201--226.
[55]
Witmer, B. G. and Singer, M. J. 1998. Measuring presence in virtual environments: A presence questionnaire. Presence 7, 3, 225--240.
[56]
Young, M. J. 2005a. Theory 101: System and the shared and imagined space. Places to go, people to be, 26. Online: http://ptgptb.org/0026/theory101-01.html.
[57]
Young, M. J. 2005b. Theory 101: The impossible thing before breakfast. Places to go, people to be, 27. Online: http://ptgptb.org/0027/theory101-02.html.

Cited By

View all
  • (2023)The Challenge of Evaluating Player Experience in Tabletop Role-Playing GamesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582457(1-10)Online publication date: 12-Apr-2023
  • (2022)Modèles narratifs, modèles numériques : vers un rapprochementCahiers de Narratologie10.4000/narratologie.14024Online publication date: 22-Nov-2022
  • (2022)The development of game-based digital mental health interventions: Bridging the paradigms of healthcare and entertainment (Preprint)JMIR Serious Games10.2196/42173Online publication date: 25-Aug-2022
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 5, Issue 4
Theoretical and Practical Computer Applications in Entertainment
10/01/2007
164 pages
EISSN:1544-3574
DOI:10.1145/1324198
Issue’s Table of Contents
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 March 2008
Accepted: 01 September 2007
Revised: 01 September 2007
Received: 01 March 2007
Published in CIE Volume 5, Issue 4

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. character
  2. gaming experience
  3. human-computer interaction
  4. role-playing games

Qualifiers

  • Research-article

Funding Sources

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)44
  • Downloads (Last 6 weeks)12
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2023)The Challenge of Evaluating Player Experience in Tabletop Role-Playing GamesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582457(1-10)Online publication date: 12-Apr-2023
  • (2022)Modèles narratifs, modèles numériques : vers un rapprochementCahiers de Narratologie10.4000/narratologie.14024Online publication date: 22-Nov-2022
  • (2022)The development of game-based digital mental health interventions: Bridging the paradigms of healthcare and entertainment (Preprint)JMIR Serious Games10.2196/42173Online publication date: 25-Aug-2022
  • (2021)ReGear: an upper and lower limb simultaneous system for stroke rehabilitationJournal of the Brazilian Society of Mechanical Sciences and Engineering10.1007/s40430-021-03199-843:11Online publication date: 9-Oct-2021
  • (2018)Modeling cognitive load and physiological arousal through pupil diameter and heart rateMultimedia Tools and Applications10.1007/s11042-018-6518-zOnline publication date: 3-Sep-2018
  • (2015)Measuring User Experience in Multiplayer Board GamesGames and Culture10.1177/155541201559341912:7-8(623-649)Online publication date: 30-Jun-2015
  • (2012)Rapid assessment of game experiences in public settingsProceedings of the 4th International Conference on Fun and Games10.1145/2367616.2367625(73-82)Online publication date: 4-Sep-2012
  • (2009)Game research, measuring gaming preferencesProceedings of the 2009 Conference on Future Play on @ GDC Canada10.1145/1639601.1639611(15-16)Online publication date: 12-May-2009

View Options

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media