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
Patterns in Game Design (Game Development Series)
Patterns in Game Design (Game Development Series)
Collaborative games: lessons learned from board games
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Evaluating a distributed physical leisure game for three players
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Patterns and computer game design innovation
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Exploring social interactions and attributes of casual multiplayer mobile gaming
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The influence of cooperative game design patterns for remote play on player experience
Proceedings of the 10th asia pacific conference on Computer human interaction
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This paper presents a study investigating cooperation between players in casual games. Although widely used in co-located or asynchronous settings, cooperative gameplay elements are not popular in networked synchronous casual games. In our study, we have analyzed different types of cooperation between players in casual games. Each of these is based on a certain cooperative game design pattern, and can be classified as either closely- or loosely-coupled. Six game patterns have been selected and an equal number of games developed, each targeting one pattern. By means of a user experiment we have investigated which cooperation types fit most of the criteria that define casual games. More specifically, we have focused on the applicability of close coupling between players. Based on the games used in the experiment, most patterns with closely-coupled interaction have shown an overall higher user evaluation than loosely-coupled, satisfying criteria of casual games. These results indicate that introducing close coupling in the casual games under consideration is a potential way to increase the player experience.