From implementation to design: tailoring and the emergence of systematization in CSCW
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Proceedings of the second Australasian conference on Interactive entertainment
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 2008 international working conference on Mining software repositories
Sociable killers: understanding social relationships in an online first-person shooter game
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Customization for games: lessons from variants of texas hold'em
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Data analytics for game development (NIER track)
Proceedings of the 33rd International Conference on Software Engineering
Card board: a flexible environment for any game, anyone, any moment
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Players can change the rules of a multi-person game to experience a different gameplay mechanic, add thematic color, or fine-tune its balance. To better understand game variants, we use a grounded approach to analyze 62 variants for Texas Hold'em, a popular card game, and a follow-up case-study of 91 variants of Halo 2, a popular video game. We study their development and examine whether lessons from Texas Hold'em apply to a constrained system such as Halo 2. We discover video gamers' reliance on 'honor rules', rules dependent on the cooperative spirit of its players. We develop a theory of 'necessity' in rule adoption, showing players' sensitivity to the impact of one change on the whole game. In solving game-design problems, adjustments drawn from a set of 'canned' rule changes address common problems with familiar solutions. We find a complex interplay between who can play and what rules are chosen. Our findings have implications for game designers and for variants in non-game contexts.