Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
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
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
A multimodal analysis of floor control in meetings
MLMI'06 Proceedings of the Third international conference on Machine Learning for Multimodal Interaction
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
A Review of Humor for Computer Games: Play, Laugh and More
Simulation and Gaming
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Communication is a vital component of multi-player game play, constituting a large part of the player interaction in most game formats. In this article, the structure and intensity of the verbal communication between players in three different types of multiplayer role-playing games are analyzed. Data is drawn from a series of empirical experiments covering: A) Console gaming; B) Multiple players in a conventional LAN-setup, and: C) non-digital tabletop gaming. The results indicate that there are distinct differences in the overall communication pattern between the three game setups. When players share a single screen they communicate more than when each person has their own monitor, indicating a direct effect of the representation of the game medium on player communication. Additionally, in the digital games, speech intensity varies as a function of the game content: Players communicate the most during non-stressful game segments, and the least during intensive combat scenes, although the latter does require extensive coordination. The implication of this result is that analysis of player communication has the potential to be used as symptoms of boredom or excitement.