From a social POV: the impact of point of view on player behavior, engagement, and experience in a serious social simulation game

  • Multiplayer games with social aspects vary widely regarding client design, e.g., point of view or camera perspective. While design paradigms usually arise from gold standards that are set by previously successful games in the industry, the impact of such paradigms is under-researched for games that serve as scientific instruments, e.g., to research social behavior. Intending to investigate how such games should be designed, we built two multiplayer clients with the same game logic, one using a first-person point of view, while the other includes a top-down camera perspective. Then, we conducted an online user study in which players tested these game clients in extensive multiplayer sessions. Analyzing speech time, in-game logs, questionnaires, and qualitative feedback, we look at the perspectives’ impact on player behavior, engagement, and game experience in a scientific or "serious games" context. In addition, we have made our designed game UNISON and both clients available as openMultiplayer games with social aspects vary widely regarding client design, e.g., point of view or camera perspective. While design paradigms usually arise from gold standards that are set by previously successful games in the industry, the impact of such paradigms is under-researched for games that serve as scientific instruments, e.g., to research social behavior. Intending to investigate how such games should be designed, we built two multiplayer clients with the same game logic, one using a first-person point of view, while the other includes a top-down camera perspective. Then, we conducted an online user study in which players tested these game clients in extensive multiplayer sessions. Analyzing speech time, in-game logs, questionnaires, and qualitative feedback, we look at the perspectives’ impact on player behavior, engagement, and game experience in a scientific or "serious games" context. In addition, we have made our designed game UNISON and both clients available as open source to facilitate future empirical social science research.show moreshow less

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Metadaten
Author:Ruben SchlagwoskiGND, Frederick HergetORCiD, Niklas HeimerlORCiD, Maximilian HammerlORCiD, Tobias HuberORCiDGND, Pamina ZwolskyORCiD, Jan Gruca, Elisabeth AndréORCiDGND
URN:urn:nbn:de:bvb:384-opus4-1139000
Frontdoor URLhttps://opus.bibliothek.uni-augsburg.de/opus4/113900
ISBN:979-8-4007-0955-5OPAC
Parent Title (English):Proceedings of the 19th International Conference on the Foundations of Digital Games, May 21-24, 2024, Worcester, MA, USA
Publisher:ACM
Place of publication:New York, NY
Editor:Gillian Smith, Jim Whitehead, Ben Samuel, Katta Spiel, Riemer van Rozen
Type:Conference Proceeding
Language:English
Year of first Publication:2024
Publishing Institution:Universität Augsburg
Release Date:2024/07/08
First Page:34
DOI:https://doi.org/10.1145/3649921.3649936
Institutes:Fakultät für Angewandte Informatik
Fakultät für Angewandte Informatik / Institut für Informatik
Fakultät für Angewandte Informatik / Institut für Informatik / Lehrstuhl für Menschzentrierte Künstliche Intelligenz
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
Licence (German):CC-BY 4.0: Creative Commons: Namensnennung (mit Print on Demand)