What is coordination theory and how can it help design cooperative work systems?
CSCW '90 Proceedings of the 1990 ACM conference on Computer-supported cooperative work
Design for conversation: lessons from Cognoter
International Journal of Man-Machine Studies - Computer-supported cooperative work and groupware. Part 1
The technology of team navigation
Intellectual teamwork
Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Unpacking collaboration: the interactional organisation of trading in a city dealing room
Computer Supported Cooperative Work
Coordination mechanisms: towards a conceptual foundation of CSCW systems design
Computer Supported Cooperative Work - Special issue on the design of cooperative systems
A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Introduction to The Game Industry (Game Design and Development Series)
Introduction to The Game Industry (Game Design and Development Series)
Collaboration in a multi-user game: impacts of an awareness tool on mutual modeling
Multimedia Tools and Applications
The effects of network delays on group work in real-time groupware
ECSCW'01 Proceedings of the seventh conference on European Conference on Computer Supported Cooperative Work
ECSCW'91 Proceedings of the second conference on European Conference on Computer-Supported Cooperative Work
A study of interaction patterns and awareness design elements in a massively multiplayer online game
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Playground games: a design strategy for supporting and understanding coordinated activity
Proceedings of the 7th ACM conference on Designing interactive systems
Visualizing handheld-based classroom activity
CTS'05 Proceedings of the 2005 international conference on Collaborative technologies and systems
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Player coordination is a key element in many multi-player real-time digital games, and control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to describe or analyze coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. We developed a new framework (called PLATO) that can help game designers understand and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. We demonstrate the framework's utility by describing coordination situations from existing games, showing how PLATO can be used to understand and redesign coordination requirements.