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http://hdl.handle.net/1942/14230
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DC Field | Value | Language |
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dc.contributor.author | BEZNOSYK, Anastasiia | - |
dc.contributor.author | QUAX, Peter | - |
dc.contributor.author | LAMOTTE, Wim | - |
dc.contributor.author | CONINX, Karin | - |
dc.date.accessioned | 2012-10-01T14:52:50Z | - |
dc.date.available | 2012-10-01T14:52:50Z | - |
dc.date.issued | 2012 | - |
dc.identifier.citation | Herrlich, Marc; Malaka, Rainer; Masuch, Maic (Ed.). Entertainment Computing - ICEC 2012, p. 243-255 | - |
dc.identifier.isbn | 978-3-642-33541-9 | - |
dc.identifier.issn | 0302-9743 | - |
dc.identifier.uri | http://hdl.handle.net/1942/14230 | - |
dc.description.abstract | This paper presents a study investigating cooperation between players in casual games. Although widely used in co-located or asynchronous settings, cooperative gameplay elements are not popular in networked synchronous casual games. In our study, we have analyzed di erent types of cooperation between players in casual games. Each of these is based on a certain cooperative game design pattern, and can be classi ed as either closely- or loosely-coupled. Six game patterns have been selected and an equal number of games developed, each targeting one pattern. By means of a user experiment we have investigated which cooperation types t most of the criteria that de ne casual games. More speci cally, we have focused on the applicability of close coupling between players. Based on the games used in the experiment, most patterns with closely-coupled interaction have shown an overall higher user evaluation than loosely-coupled, satisfying criteria of casual games. These results indicate that introducing close coupling in the casual games under consideration is a potential way to increase the player experience. | - |
dc.language.iso | en | - |
dc.publisher | Springer Berlin | - |
dc.relation.ispartofseries | Lecture Notes in Computer Science | - |
dc.subject.other | casual games; cooperative game patterns; closely-coupled interaction; loosely-coupled interaction | - |
dc.title | The Effect of Closely-coupled Interaction on Player Experience in Casual Games | - |
dc.type | Proceedings Paper | - |
local.bibliographicCitation.authors | Herrlich, Marc | - |
local.bibliographicCitation.authors | Malaka, Rainer | - |
local.bibliographicCitation.authors | Masuch, Maic | - |
local.bibliographicCitation.conferencedate | September 26-29, 2012 | - |
local.bibliographicCitation.conferencename | 11th International Conference on Entertainment Computing (ICEC 2012) | - |
local.bibliographicCitation.conferenceplace | Bremen, Germany | - |
dc.identifier.epage | 255 | - |
dc.identifier.spage | 243 | - |
local.bibliographicCitation.jcat | C1 | - |
local.publisher.place | Springer Berlin / Heidelberg | - |
local.type.refereed | Refereed | - |
local.type.specified | Proceedings Paper | - |
local.relation.ispartofseriesnr | 7522 | - |
dc.bibliographicCitation.oldjcat | C2 | - |
local.identifier.vabb | c:vabb:340478 | - |
dc.identifier.doi | 10.1007/978-3-642-33542-6_21 | - |
local.bibliographicCitation.btitle | Entertainment Computing - ICEC 2012 | - |
item.validation | vabb 2014 | - |
item.contributor | BEZNOSYK, Anastasiia | - |
item.contributor | QUAX, Peter | - |
item.contributor | LAMOTTE, Wim | - |
item.contributor | CONINX, Karin | - |
item.fullcitation | BEZNOSYK, Anastasiia; QUAX, Peter; LAMOTTE, Wim & CONINX, Karin (2012) The Effect of Closely-coupled Interaction on Player Experience in Casual Games. In: Herrlich, Marc; Malaka, Rainer; Masuch, Maic (Ed.). Entertainment Computing - ICEC 2012, p. 243-255. | - |
item.fulltext | With Fulltext | - |
item.accessRights | Open Access | - |
Appears in Collections: | Research publications |
Files in This Item:
File | Description | Size | Format | |
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Casual games.pdf | Peer-reviewed author version | 672.99 kB | Adobe PDF | View/Open |
978-3-642-33542-6_21.pdf Restricted Access | Published version | 289.89 kB | Adobe PDF | View/Open Request a copy |
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