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Supporting collaborative real-time strategic planning in multi-player games

Published: 19 June 2010 Publication History

Abstract

Many current team-based first-person-shooters(FPS) have limited communication between players. Voice chat and text are the two primary methods of communicating however, in fast paced games, this is insufficient for making sophisticated plans. Giving players more non-verbal forms of communication could reduce the time necessary to develop plans which will likely increase the number of strategic plans used in first-person-shooters. By using information visualization techniques in games, we can provide players a faster method to communicate with their teammates, allowing teams to develop more complex plans quickly. We present ways in which player communication can be improved, reducing the necessary time to make effective strategic plans and increasing the amount of cooperative play amongst teammates. Using Source, a 3D game engine developed by Valve Corporation, we plan on developing a 'mod' to incorporate changes to further enable cooperative play. Once finished, we will determine the effectiveness of each tool by gathering and analyzing data from players.

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FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
June 2010
306 pages
ISBN:9781605589374
DOI:10.1145/1822348
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Microsoft: Microsoft
  • SASDG: Society for the Advancement of the Study of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 June 2010

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FDG '10
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  • Microsoft
  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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  • (2016)Playing at PlanningProceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968089(362-375)Online publication date: 16-Oct-2016
  • (2015)Multiplayer Kinect Serious GamesInternational Journal of Game-Based Learning10.4018/IJGBL.20150701045:3(45-61)Online publication date: 1-Jul-2015
  • (2015)Less Talk Is More PlayComputers in Entertainment 10.1145/2582186.263343711:3(1-16)Online publication date: 28-Jan-2015
  • (2011)Investigating communication and social practices in real-time strategy gamesProceedings of Graphics Interface 201110.5555/1992917.1992953(215-222)Online publication date: 25-May-2011
  • (2011)A study of raiders with disabilities in World of WarcraftProceedings of the 6th International Conference on Foundations of Digital Games10.1145/2159365.2159387(161-167)Online publication date: 29-Jun-2011
  • (2011)What we have here is a failure of companionshipProceedings of the 23rd Australian Computer-Human Interaction Conference10.1145/2071536.2071568(198-201)Online publication date: 28-Nov-2011

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