Why Players use Pings and Annotations in Dota 2

Groupware research has long focused on representing gestures as a means to facilitate collaboration. However, this work has not led to wide support of gesturing in commercial groupware systems. In contrast, Dota 2, a popular MOBA game, provides two frequently-used gesturing tools: annotations - freely drawn lines on top of the gamespace - and pings - a combination of animation and sound indicating a point of interest. While gesturing tools are important for quickly coordinating with teammates in Dota 2, there is little information about how and why people use them. To gather this information, we performed two complementary studies: an interaction analysis of eight game replays, and a survey of 167 experienced players. Our findings include: six distinct motivations for the use of gesturing tools; when and how frequently gesture motivations occur during games; and, that players find pings an essential tool for winning, but not annotations. Our findings provide new directions for the design of gesturing tools in groupware and online games.

[1]  Jessica Hammer,et al.  A framework for cooperative communication game mechanics from grounded theory , 2014, CHI PLAY.

[2]  Carman Neustaedter,et al.  Mechanics of Camera Work in Mobile Video Collaboration , 2015, CHI.

[3]  付伶俐 打磨Using Language,倡导新理念 , 2014 .

[4]  John C. Tang,et al.  Videodraw: a video interface for collaborative drawing , 1991, TOIS.

[5]  Susan R. Fussell,et al.  Gestures Over Video Streams to Support Remote Collaboration on Physical Tasks , 2004, Hum. Comput. Interact..

[6]  Carman Neustaedter,et al.  VideoArms: Embodiments for Mixed Presence Groupware , 2007 .

[7]  Lennart E. Nacke,et al.  Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2 , 2016, Graphics Interface.

[8]  Yubo Kou,et al.  Playing with strangers: understanding temporary teams in league of legends , 2014, CHI PLAY.

[9]  David W. Eccles,et al.  A commentary on “team cognition and expert teams: Emerging insights into performance for exceptional teams” , 2006 .

[10]  GutwinCarl,et al.  A Descriptive Framework of Workspace Awareness for Real-Time Groupware , 2002 .

[11]  John C. Tang Findings from Observational Studies of Collaborative Work , 1991, Int. J. Man Mach. Stud..

[12]  Austin Henderson,et al.  Interaction Analysis: Foundations and Practice , 1995 .

[13]  Tobias Höllerer,et al.  World-stabilized annotations and virtual scene navigation for remote collaboration , 2014, UIST.

[14]  Brian Keegan,et al.  Ping to Win?: Non-Verbal Communication and Team Performance in Competitive Online Multiplayer Games , 2016, CHI.

[15]  M. Roseman,et al.  A usability study of awareness widgets in a shared workspace groupware system , 1996, CSCW '96.

[16]  Jonathan Grudin,et al.  Integration of interpersonal space and shared workspace: ClearBoard design and experiments , 1993, TOIS.