Game format effects on communication in multi-player games

Communication is a vital component of multi-player game play, constituting a large part of the player interaction in most game formats. In this article, the structure and intensity of the verbal communication between players in three different types of multiplayer role-playing games are analyzed. Data is drawn from a series of empirical experiments covering: A) Console gaming; B) Multiple players in a conventional LAN-setup, and: C) non-digital tabletop gaming. The results indicate that there are distinct differences in the overall communication pattern between the three game setups. When players share a single screen they communicate more than when each person has their own monitor, indicating a direct effect of the representation of the game medium on player communication. Additionally, in the digital games, speech intensity varies as a function of the game content: Players communicate the most during non-stressful game segments, and the least during intensive combat scenes, although the latter does require extensive coordination. The implication of this result is that analysis of player communication has the potential to be used as symptoms of boredom or excitement.

[1]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[2]  Gerard Cesar and Maher Mary Lou Gabriel,et al.  Coding and Modelling Communication in Architectural Collaborative Design , 2002 .

[3]  Steve Tauroza,et al.  Speech Rates in British English , 1990 .

[4]  Joost Raessens,et al.  Handbook of Computer Game Studies , 2005 .

[5]  Narrative Andrew Hutchison Analysing the Performance of Interactive , 2003 .

[6]  Susana Tosca,et al.  The Quest Problem in Computer Games , 2003 .

[7]  G. Fine Shared Fantasy: Role-Playing Games as Social Worlds , 1983 .

[8]  Csr Young,et al.  How to Do Things With Words , 2009 .

[9]  Staffan Björk,et al.  Pirates! Using the Physical World as a Game Board , 2001, INTERACT.

[10]  Neal Hallford,et al.  Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games , 2001 .

[11]  Tony Manninen,et al.  RICH INTERACTION MODEL FOR GAME AND VIRTUAL ENVIRONMENT DESIGN , 2004 .

[12]  Fay Sudweeks,et al.  Leading conversations: Communication behaviours of emergent leaders in virtual teams , 2005, Proceedings of the 38th Annual Hawaii International Conference on System Sciences.

[13]  Mary P. Harper,et al.  A Multimodal Analysis of Floor Control in Meetings , 2006, MLMI.

[14]  Brad King,et al.  Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic , 2003 .

[15]  Jonas Heide Smith,et al.  Player talk—the functions of communication in multplayer role-playing games , 2008, CIE.

[16]  Craig A. Lindley Trans-Reality Gaming 1 , 2004 .

[17]  J. Murray Hamlet on the Holodeck , 1997 .

[18]  Richard Bartle,et al.  Designing Virtual Worlds , 2003 .

[19]  Anders Tychsen,et al.  Cross-format analysis of the gaming experience in multi-player role-playing games , 2007, DiGRA Conference.

[20]  Mary Lou Maher,et al.  Collaboratively Designing Within the Design , 2000 .

[21]  Anders Tychsen Role playing games: comparative analysis across two media platforms , 2006 .

[22]  Federico Peinado,et al.  Transferring Game Mastering Laws to Interactive Digital Storytelling , 2004, TIDSE.

[23]  Talmadge Wright,et al.  Creative Player Actions in FPS Online Video Games , 2010 .

[24]  John R. Searle,et al.  Speech Acts: An Essay in the Philosophy of Language , 1970 .

[25]  C. Lindley Trans-Reality Gaming , 2004 .

[26]  Anders Tychsen,et al.  Communication in Multi-player Role Playing Games - The Effect of Medium , 2006, TIDSE.

[27]  Craig A. Lindley,et al.  Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games , 2005, DiGRA Conference.