Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Leading conversations: Communication behaviours of emergent leaders in virtual teams
HICSS '05 Proceedings of the Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS'05) - Track 4 - Volume 04
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Proceedings of the second Australasian conference on Interactive entertainment
Unscripted Narrative for Affectively Driven Characters
IEEE Computer Graphics and Applications
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Designing Virtual Worlds
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Role playing games: comparative analysis across two media platforms
Proceedings of the 3rd Australasian conference on Interactive entertainment
Managing emergent character-based narrative
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
VACE multimodal meeting corpus
MLMI'05 Proceedings of the Second international conference on Machine Learning for Multimodal Interaction
A multimodal analysis of floor control in meetings
MLMI'06 Proceedings of the Third international conference on Machine Learning for Multimodal Interaction
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Communication in multi-player role playing games – the effect of medium
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Ghost worlds – time and consequence in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
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
Hi-index | 0.00 |
Communication is a vital component of multiplayer gameplay, constituting a large part of the total player interaction. This article presents a comprehensive study of the role of interplayer communication during the gaming process in digital and tabletop role-playing game formats. A series of empirical game experiments are presented and the player-based communication analyzed, with the aim of clarifying how format (media of expression) impacts on verbal communication in multiplayer games; as well as examining player communication in general. The results show distinct differences in the communication patterns between the two game formats, directly related to the limitations and requirements of the tabletop and digital media utilized, for example in the amount of “in-character” communication. Interplayer communication in both formats is highly focused on functional content, that is, oriented towards supporting practical gameplay; however, functional content has different meanings on the two platforms. These and other results are discussed in the context of format differences and in the larger context of the functions of verbal communication during the playing of multiplayer games.