Using Games As a Means for Collaboration
MMM '05 Proceedings of the 11th International Multimedia Modelling Conference
Collaborative games: lessons learned from board games
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
A Model to Support the Design of Multiplayer Games
Presence: Teleoperators and Virtual Environments
Collaboration Engineering with ThinkLets to Pursue Sustained Success with Group Support Systems
Journal of Management Information Systems
Games for virtual team building
Proceedings of the 7th ACM conference on Designing interactive systems
Jumpstarting relationships with online games: evidence from a laboratory investigation
Proceedings of the 2008 ACM conference on Computer supported cooperative work
The impact of virtual teamwork on real-world collaboration
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 2011 iConference
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The potential for multiplayer computer games to serve as activities that can help increase interaction, cooperative tendencies and harmony in groups has been the subject of past research. However, there is still a long way to go before we can understand how positive group behavior and team dynamics in multiplayer games can impact real world collaboration. In our research work, we investigate this relationship further through Operation Sting, a cooperative multiplayer game we have designed to serve as an ice-breaker. Our goal is to study how participation in such a game affects collaboration in subsequent group work.