Heuristic evaluation of user interfaces
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing storytelling technologies to encouraging collaboration between young children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Game Design Theory and Practice
Game Design Theory and Practice
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Collaborative games: lessons learned from board games
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Usability heuristics for networked multiplayer games
Proceedings of the ACM 2009 international conference on Supporting group work
Human-Computer Interaction Fundamentals
Human-Computer Interaction Fundamentals
Analyzing spatial user behavior in computer games using geographic information systems
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Fundamentals of Game Design
How to stay in the emotional rollercoaster: lessons learnt from designing EmRoll
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Action role design and observations in a gestural interface-based collaborative game
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Electric Agents: combining television and mobile phones for an educational game
Proceedings of the 10th International Conference on Interaction Design and Children
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: users and applications - Volume Part IV
Communication channels and awareness cues in collocated collaborative time-critical gaming
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Brothers and sisters at play: exploring game play with siblings
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction design patterns for multi-touch tabletop collaborative games
CHI '12 Extended Abstracts on Human Factors in Computing Systems
You have to die!: parents and children playing cooperative games
Proceedings of the 11th International Conference on Interaction Design and Children
The influence of cooperative game design patterns for remote play on player experience
Proceedings of the 10th asia pacific conference on Computer human interaction
Computers in Human Behavior
The effect of closely-coupled interaction on player experience in casual games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Evaluating NFC and touchscreen interactions in collaborative mobile pervasive games
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
Cooperative games and their effect on group collaboration
DESRIST'13 Proceedings of the 8th international conference on Design Science at the Intersection of Physical and Virtual Design
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Cooperative design has been an integral part of many games. With the success of games like Left4Dead, many game designers and producers are currently exploring the addition of cooperative patterns within their games. Unfortunately, very little research investigated cooperative patterns or methods to evaluate them. In this paper, we present a set of cooperative patterns identified based on analysis of fourteen cooperative games. Additionally, we propose Cooperative Performance Metrics (CPM). To evaluate the use of these CPMs, we ran a study with a total of 60 participants, grouped in 2-3 participants per session. Participants were asked to play four cooperative games (Rock Band 2, Lego Star Wars, Kameo, and Little Big Planet). Videos of the play sessions were annotated using the CPMs, which were then mapped to cooperative patterns that caused them. Results, validated through inter-rater agreement, identify several effective cooperative patterns and lessons for future cooperative game designs.