Please use this identifier to cite or link to this item:
https://doi.org/10.1145/2071536.2071568
DC Field | Value | |
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dc.title | What we have here is a failure of companionship: Communication in goal-oriented team-mate games | |
dc.contributor.author | McGee, K. | |
dc.contributor.author | Merritt, T. | |
dc.contributor.author | Ong, C. | |
dc.date.accessioned | 2016-06-01T10:13:24Z | |
dc.date.available | 2016-06-01T10:13:24Z | |
dc.date.issued | 2011 | |
dc.identifier.citation | McGee, K., Merritt, T., Ong, C. (2011). What we have here is a failure of companionship: Communication in goal-oriented team-mate games. Proceedings of the 23rd Australian Computer-Human Interaction Conference, OzCHI 2011 : 198-201. ScholarBank@NUS Repository. https://doi.org/10.1145/2071536.2071568 | |
dc.identifier.isbn | 9781450310901 | |
dc.identifier.uri | http://scholarbank.nus.edu.sg/handle/10635/124281 | |
dc.description.abstract | There is a fairly common assumption about real-time, goal oriented, multiplayer games: communication is primarily appreciated (and used) for more effectively attaining goals. But an interesting question that does not seem to have been explored in the literature is whether the desire for companionship is a significant factor in people's desire for and use of communication channels in real-time, goal-oriented, cooperative games. A qualitative study was conducted in which 40 participants played variations of a real-time, goal-oriented, cooperative game with either human or artificial (AI) team-mates, using different communication modalities. Participants consistently expressed a strong desire for the ability to communicate with a team-mate, arguing that it made gameplay more effective and more enjoyable. The significant finding of this study is that in some cases, the strong desire for (and use of) communication channels in realtime, goal-oriented, cooperative games seems to actually be more of a desire for (and experience of) social companionship. © 2011 ACM. | |
dc.description.uri | http://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1145/2071536.2071568 | |
dc.source | Scopus | |
dc.subject | co-presence | |
dc.subject | communication | |
dc.subject | companionship | |
dc.subject | multiplayer games | |
dc.subject | team-mate games | |
dc.subject | team-mates | |
dc.type | Conference Paper | |
dc.contributor.department | COMMUNICATIONS AND NEW MEDIA | |
dc.description.doi | 10.1145/2071536.2071568 | |
dc.description.sourcetitle | Proceedings of the 23rd Australian Computer-Human Interaction Conference, OzCHI 2011 | |
dc.description.page | 198-201 | |
dc.identifier.isiut | NOT_IN_WOS | |
Appears in Collections: | Staff Publications |
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