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The Impact of Agency and Familiarity in Cooperative Multiplayer Games

Published: 15 October 2017 Publication History

Abstract

Many online videogames make use of characters controlled by both humans (avatar) and computers (agent) to facilitate game play. However, the level of agency a teammate shows potentially produces differing levels of social presence during play, which in turn may impact on the player experience. To better understand these effects, two experimental studies were conducted utilising cooperative multiplayer games (Left 4 Dead 2 and Rocket League). In addition, the effect of familiarity between players was considered. The trend across the two studies show that playing with another human is more enjoyable, and facilitates greater connection, cooperation, presence and positive mood than play with a computer agent. The implications for multiplayer game design is discussed.

Supplementary Material

ZIP File (chip229.zip)
Agency&Familiarity_additional statistics.pdf contains reliability and correlations statistics for the measures used in both studies.

References

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cover image ACM Conferences
CHI PLAY '17: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
October 2017
590 pages
ISBN:9781450348980
DOI:10.1145/3116595
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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Publication History

Published: 15 October 2017

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Author Tags

  1. affect
  2. agency
  3. artificial intelligence
  4. avatar
  5. player experience
  6. social presence
  7. video games

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  • Research-article

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  • Movember Foundation

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CHI PLAY '17 Paper Acceptance Rate 46 of 178 submissions, 26%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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  • (2024)It Takes Two to Negotiate: Modeling Social Exchange in Online Multiplayer GamesProceedings of the ACM on Human-Computer Interaction10.1145/36373628:CSCW1(1-22)Online publication date: 26-Apr-2024
  • (2023)Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric Multiplayer Virtual Reality GameCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616079(76-82)Online publication date: 6-Oct-2023
  • (2023)Player Enjoyment in Video Games: A Systematic Review and Meta-analysis of the Effects of Game Design ChoicesInternational Journal of Human–Computer Interaction10.1080/10447318.2023.221088040:16(4227-4238)Online publication date: 28-May-2023
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