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Engaged by boos and cheers: the effect of co-located game audiences on social player experience

Published: 19 October 2014 Publication History

Abstract

Little is currently known about the influence of co-located player audiences on gameplay experience. Social player experiences are important to understand in co-located gaming scenarios, because these experiences relate to player performance. Player-audience relationships have been studied before, but prior research focused on player attributes and typology. In our study, we investigated the effect of different co-located audience types (silent, positive, negative) and no audience on player experience. For the study, we contribute a video game specifically developed for two-player, co-located gameplay and findings from questionnaires and semi-structured interviews. Our findings show that both -- negative and positive audience activity -- drove players to become more engaged in the video game. In contrast, silent audiences made players feel unnerved and less engaged in gameplay. Our paper is the first to study of the relevance of co-located audience influence on player experience, which is important for understanding the design of co-located games.

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      cover image ACM Conferences
      CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
      October 2014
      492 pages
      ISBN:9781450330145
      DOI:10.1145/2658537
      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]

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      Published: 19 October 2014

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      Author Tags

      1. audience influence
      2. co-located gaming
      3. game design
      4. multiplayer game
      5. player experience
      6. social interaction

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      Overall Acceptance Rate 421 of 1,386 submissions, 30%

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      • (2024)Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR ExergamesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337211430:5(2580-2590)Online publication date: May-2024
      • (2024)Audience Participation Fighting Game: exploring social facilitation for an enhanced APG experienceHeliyon10.1016/j.heliyon.2023.e23967(e23967)Online publication date: Jan-2024
      • (2024)Spotlighting spectatorship: elevating observation-based learning in the design and evaluation of body-scale learning environmentsEducational technology research and development10.1007/s11423-024-10373-x72:4(2133-2157)Online publication date: 15-Apr-2024
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      • (2023)Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergamesVirtual Reality10.1007/s10055-023-00780-527:3(1887-1903)Online publication date: 13-Mar-2023
      • (2022)Enhanced Videogame Livestreaming by Reconstructing an Interactive 3D Game View for SpectatorsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517521(1-14)Online publication date: 29-Apr-2022
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