Things that blink: computationally augmented name tags
IBM Systems Journal
The Art of Computer Game Design
The Art of Computer Game Design
Game Architecture and Design
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Pirates: proximity-triggered interaction in a multi-player game
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Computers in Entertainment (CIE) - First anniversary issue
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Collaborative games: lessons learned from board games
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Reclaiming public space: designing for public interaction with private devices
Proceedings of the 1st international conference on Tangible and embedded interaction
Automating the display of third person/stealth views of virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
The many faces of sociability and social play in games
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
AmI'07 Proceedings of the 2007 European conference on Ambient intelligence
Playing the system: using frame analysis to understand online play
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
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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Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthroughs are finally allowing for the implementation of electronic multiplayer games. Because of the limited experience in electronic, multiplayer game design, it becomes necessary to adapt existing expertise in the area of single-player game design to the realm of multiplayer games. This work presents a model to support the initial steps in the design process of multiplayer games. The model is defined in terms of the characteristics that are both inherent and special to multiplayer games but also related to the relevant elements of a game in general. Additionally, the model is used to assist in the design of two multiplayer games. “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games ...”