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To Asymmetry and Beyond!: Improving Social Connectedness by Increasing Designed Interdependence in Cooperative Play

Published: 02 May 2019 Publication History

Abstract

Social play can have numerous health benefits but research has shown that not all multiplayer games are effective at promoting social engagement. Asymmetric cooperative games have shown promise in this regard but the design and dynamics of this unique style of play is not yet well understood. To address this, we present the results of two player experience studies using our custom prototype game Beam Me 'Round, Scotty! 2: the first comparing symmetric cooperative play (e.g., where players have the same interface, goals, mechanics, etc.) to asymmetric cooperative play (e.g., where players have differing roles, abilities, interfaces, etc.) and the second comparing the effect of increasing degrees of interdependence between play partners. Our results not only indicate that asymmetric cooperative games may enhance players' perceptions of connectedness, social engagement, immersion, and comfort with a game's controls, but also demonstrate how to further improve these outcomes via deliberate mechanical design changes, such as changes in cooperative action timing and direction of dependence.

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      cover image ACM Conferences
      CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
      May 2019
      9077 pages
      ISBN:9781450359702
      DOI:10.1145/3290605
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      Published: 02 May 2019

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      1. asymmetric games
      2. game design
      3. games user research
      4. player experience
      5. social presence
      6. symmetric vs asymmetric play

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      Cited By

      View all
      • (2024)Asymmetric VR Game Subgenres: Implications for Analysis and DesignMultimodal Technologies and Interaction10.3390/mti80200128:2(12)Online publication date: 11-Feb-2024
      • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
      • (2024)Hearing the Bullseye: An Auditory-Cued Archery Exergame for the Visually Impaired and Their Sighted Family and FriendsCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678829(384-391)Online publication date: 14-Oct-2024
      • (2024)Exploring The Affordances of Game-Aware Streaming to Support Blind and Low Vision Viewers: A Design Probe StudyProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675665(1-13)Online publication date: 27-Oct-2024
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      • (2024)Promoting Family Play through Asymmetric Game DesignProceedings of the ACM on Human-Computer Interaction10.1145/36373928:CSCW1(1-24)Online publication date: 26-Apr-2024
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      • (2024)Virtual Games, Real Interactions: A Look at Cross-reality Asymmetrical Co-located Social GamesExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650824(1-9)Online publication date: 11-May-2024
      • (2024)A Living Framework for Understanding Cooperative GamesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641953(1-17)Online publication date: 11-May-2024
      • (2024)A Systematic Review of Ability-diverse Collaboration through Ability-based Lens in HCIProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641930(1-21)Online publication date: 11-May-2024
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