A Design Framework for Awareness Cues in Distributed Multiplayer Games

A Design Framework for Awareness Cues in Distributed Multiplayer Games

A Design Framework for Awareness Cues in Distributed Multiplayer Games Jason Wuertz,1 Sultan A. Alharthi,2 William A. Hamilton,3 Scott Bateman,1 Carl Gutwin,4 Anthony Tang,5 Zachary O. Toups,2 Jessica Hammer6 1 HCI Lab, University of New Brunswick, Fredericton, NB, Canada 2 Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 3 Interface Ecology Lab, Texas A&M University, College Station, TX, USA 4 Interaction Lab, University of Saskatchewan, Saskatoon, SK, Canada 5 RICELab, University of Calgary, Calgary, AB, Canada 6 HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT and actions through cues such as body language, gaze direc- In the physical world, teammates develop situation awareness tion, and ambient noise [29, 31, 61]. Distributed games help about each other’s location, status, and actions through cues players coordinate by providing awareness cues—information such as gaze direction and ambient noise. To support situation that systems automatically make available to collaborators awareness, distributed multiplayer games provide awareness to support cooperative actions [44]. Distributed games are cues—information that games automatically make available played together by players on separate devices typically ar- to players to support cooperative gameplay. The design of ranged so that players cannot see each others’ screens. Thus, awareness cues can be extremely complex, impacting how it is primarily through awareness cues that teammates’ sta- players experience games and work with teammates. Despite tus, characteristics, actions, experience, etc. are represented the importance of awareness cues, designers have little beyond and understood. Because gameworlds, the virtual worlds that experiential knowledge to guide their design. In this work, we players experience as the interface to games [35], are artificial describe a design framework for awareness cues, providing and lack the sensory cues that make coordination as natural as insight into what information they provide, how they commu- it is in the physical world, awareness cues must be designed nicate this information, and how design choices can impact to provide the right information at the right time. Game de- play experience. Our research, based on a grounded theory signers have additional latitude to create detailed and complex analysis of current games, is the first to provide a characteriza- representations of actions and events that occurred in past, tion of awareness cues, providing a palette for game designers present and future, and are not limited only to approximating to improve design practice and a starting point for deeper cues that exist in the physical world. research into collaborative play. Since teammates in distributed games are largely experienced through awareness cues, the principal challenge for game de- ACM Classification Keywords signers is to create tools that will provide the right information H.5.m. Information Interfaces and Presentation (e.g. HCI): at the right time [62]. The design tension is to balance this Miscellaneous information with ensuring that the game remains challeng- ing, so giving a player omniscience is undesirable. If a game Author Keywords designer provides too little information, coordination will be Awareness cues; situation awareness; workspace awareness; cumbersome, awkward, and slow; if they provide too much in- game design; distributed multiplayer games. formation, cues could be overwhelming, difficult to learn, and distract from gameplay. On the other hand, some games opt INTRODUCTION to purposely limit awareness cues to increase uncertainty and Teams working together in the physical world develop sit- realism, and some even provide this as a separate game mode uation awareness [13, 14] about teammate location, status, (e.g., Left 4 Dead 2 (L4D2)[G21], Rainbow Six: Siege [G19]). Permission to make digital or hard copies of all or part of this work for personal or In contrast, other games try to raise the ceiling on performance classroom use is granted without fee provided that copies are not made or distributed by providing many rich awareness cues and tools, which can 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 the be initially overwhelming and increase the game’s learning author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or curve (e.g., League of Legends (LoL)[G17], Dota 2 [G23]). republish, to post on servers or to redistribute to lists, requires prior specific permission Despite the importance of awareness cues in distributed games, and/or a fee. Request permissions from [email protected]. there is currently little information about what information CHI 2018, April 21–26, 2018, Montreal, QC, Canada game designers provide, how it can be provided, and what © 2018 Copyright held by the owner/author(s). Publication rights licensed to ACM. ISBN 978-1-4503-5620-6/18/04. $15.00 trade-offs might exist with particular designs. DOI: https://doi.org/10.1145/3173574.3173817 Using a grounded theory approach, we examined 24 games, and activities is critical to coordinate activity and avoid inter- selected for maximum variability, from which we identified ference [14]. To maximize performance, teams organize their and analyzed 100 awareness cues. Our research provides a activities and synchronize their effort [46, 49]. characterization of the range of awareness cues currently in shared mental models use through game mechanics, interface components, and other As teams develop [19], they are able information displays. We do this by first articulating the infor- to improve their situation awareness [13, 14], which allows mation made available through awareness cues to teammates. them to coordinate more efficiently [66]. This occurs because Second, we describe the essential design dimensions of aware- as teams become more efficient, they reduce their reliance on ness cues and how they make teammate information available. verbal communication [39, 65], shifting to a mode of implicit Third, we discuss potential consequences for games and play coordination [15, 16, 63]. Successful implicit coordination means that team members can communicate less and readily experience when particular design choices are made. make use of cues from their working environment. While prior work has considered synchronous verbal commu- nications [8,56,67] and cooperative communication mechanics Although team or group awareness is easily maintained in (game mechanics invoked by players to communicate with one co-located collaborative environments, it is more difficult in another) [37,60,64,70], our work focuses on the understudied remote collaboration [26]. Hence, groupware research has tools and techniques that games use to support coordination, focused on interface techniques that facilitate communication and increase group awareness [24]; i.e., awareness cues. In which are made available to players without explicit effort. our work, we use the definition for awareness cues put forward Building on previous work in awareness, this work makes by Oulasvrita who described them as ... any signal or symbol two main contributions. First, we provide a palette for game or mark in the user interface—typically textual, graphical, or designers and researchers to identify and devise new aware- auditory—the content of which is produced (or influenced), in ness cues depending on the game experience they want to real time, by the actions or properties of a remote person. [44] target. We expect that users of games (players and viewers) influence how cues should be designed and also consider how Awareness in Cooperative Games players adapt their play experience through cues. Second, we Cooperative play engages two or more players in challenges provide a starting point for future research and for informed that require them to work together to defeat a common oppo- design practices around awareness cues in online games, and nent or the game system (e.g., L4D2 [G21], Portal 2 [G22]) in groupware more broadly. [18, 38, 72]. Players want and need the ability to collabo- rate and share relevant information to have fun and to suc- Organization ceed [17,36]. Players communicate through many channels: We first synthesize background on awareness and related verbally through voice [56] or text chat; or using specialized awareness frameworks to motivating the present work, then tools such as virtual gestures, pings, or annotations [60, 70]. describe our grounded theory approach and our search and Prior research has investigated how such communication chan- selection strategy. We then present our design framework that nels are used in games [60, 70], how they provide a shared classifies cues by the information they provide and how they awareness of teammates [8], and what other communication convey that information, discuss how the framework aids de- channels exist in cooperative games [60]. However, there is signers in explaining their cues and surfacing them for analysis, little work investigating how awareness cues that are automati- and identify implications for designers and researchers. cally shared by the game support cooperative play. Our work uses games, game mechanics, and game interfaces

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