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Understanding and evaluating cooperative games

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Cooperative design has been an integral part of many games. With the success of games like Left4Dead, many game designers and producers are currently exploring the addition of cooperative patterns within their games. Unfortunately, very little research investigated cooperative patterns or methods to evaluate them. In this paper, we present a set of cooperative patterns identified based on analysis of fourteen cooperative games. Additionally, we propose Cooperative Performance Metrics (CPM). To evaluate the use of these CPMs, we ran a study with a total of 60 participants, grouped in 2-3 participants per session. Participants were asked to play four cooperative games (Rock Band 2, Lego Star Wars, Kameo, and Little Big Planet). Videos of the play sessions were annotated using the CPMs, which were then mapped to cooperative patterns that caused them. Results, validated through inter-rater agreement, identify several effective cooperative patterns and lessons for future cooperative game designs.
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Understanding and Evaluating Cooperative Games
Magy Seif El-Nasr*, Bardia Aghabeigi*, David Milam*, Mona Erfani*, Beth Lameman*,
Hamid Maygoli**, Sang Mah***
*Simon Fraser University
Surrey, BC
(magy, baa17, dma35, mea16)@sfu.ca,
beth@bethaileen.com
**New Media Research and
Education
Vancouver, BC
drmaygoli@gmail.com
***Bardel Entertainment
Vancouver, BC
sang@badel.ca
ABSTRACT
Cooperative design has been an integral part of many
games. With the success of games like Left4Dead, many
game designers and producers are currently exploring the
addition of cooperative patterns within their games.
Unfortunately, very little research investigated cooperative
patterns or methods to evaluate them. In this paper, we
present a set of cooperative patterns identified based on
analysis of fourteen cooperative games. Additionally, we
propose Cooperative Performance Metrics (CPM). To
evaluate the use of these CPMs, we ran a study with a total
of 60 participants, grouped in 2-3 participants per session.
Participants were asked to play four cooperative games
(Rock Band 2, Lego Star Wars, Kameo, and Little Big
Planet). Videos of the play sessions were annotated using
the CPMs, which were then mapped to cooperative patterns
that caused them. Results, validated through inter-rater
agreement, identify several effective cooperative patterns
and lessons for future cooperative game designs.
Author Keywords
Game design, cooperative patterns, cooperative game
design, user experience, testing, engagement.
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
General Terms
Design.
INTRODUCTION
Cooperative games encourage participation and
collaboration; the goal is not to win as a player but as a
team of players. Discovering effective cooperative game
patterns is an elusive and important problem [personal
communication]. Results of our background questionnaire
with 60 6-16 year olds revealed that kids are split when it
comes to cooperative games. When asked to choose
between cooperative and competitive games, 55% of them
preferred cooperative games, while 77% stated that they
would like to play games with both options. The industry
realizes this. In the past year alone, several AAA titles, such
as Resident Evil 5 (Capcom, 2008) and Left4Dead (Valve,
2008), included an optional cooperative mode.
While cooperative design patterns1 have been around since
the inception of games, very few research studies discussed
or documented them. Methods for evaluating them are also
in their infancy. Most often, user testing groups within
game companies evaluate cooperative games using the
same methods used to evaluate single player games
[personal communication with Electronic Arts team], which
are inappropriate for investigating the cooperative aspect of
a game. Therefore, there is a need for (a) understanding
current successful cooperative patterns and (b) creating
methods to evaluate their effectiveness.
This paper aims to address these issues within the context
of cooperative video games by discussing three
contributions. First, we present a set of cooperative design
patterns developed based on analysis of fourteen
cooperative games. These patterns extend previous work
and present a comprehensive framework for cooperative
game analysis. In addition, we outline a set of Cooperative
Performance Metrics (CPMs) used to analyze and evaluate
cooperative play. These CPMs were used to analyze data
collected through a study of a total of 60 participants
grouped in 25 sessions with 2-3 participants/session,
playing four cooperative games: Rock Band 2 (Electronic
Arts, 2007), Lego Star Wars (LucasArts, 2007), Kameo:
The Elements of Power (Microsoft Game Studios, 2005),
and Little Big Planet (Sony, 2008). The aim of the analysis
was to investigate connections between the CPMs and the
cooperative design patterns discussed in the paper. Results
from this study revealed several interesting design lessons
for building better cooperative games. We present these
results as the second contribution of this paper. The CPMs
themselves constitute the third contribution of this paper;
1 We use the word pattern here to mean a specific set of
design choices concerning rules or mechanics. This should
not be confused with software design patterns.
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they were developed and validated to evaluate cooperative
play.
The paper is structured as follows. After discussing
previous work, we detail the cooperative design patterns we
developed based on analysis of fourteen co-op games. In
discussing these patterns, we examine the process used to
derive them, thus addressing their validity. We then explain
the CPMs; in discussing these metrics, we detail the process
we used to validate them as instruments for analysis and
evaluation of cooperative games. We then outline the study
we conducted on four cooperative games. We conclude by
discussing the findings and their implications, as well as
future research.
PREVIOUS WORK
Related works fall within two areas: video games
evaluation methods, and cooperative design.
Methods for Game User Studies
Usability testing is an integral part of any software
development process. Methodologies of usability and user
testing have been addressed in many Human Computer
Interaction works [1]. Game evaluation methods integrate
many of these HCI methods, but extend them to include
testing for playability and engagement [2, 3]. The game
industry realizes the importance of developing and
conducting game evaluations; this is evident by the
formation of groups such as Microsoft’s User Experience
group, Sony’s usability and playtest, Ubisoft’s playtest, and
Eidos’ user-research groups, and the emergence of several
user research companies, such as Emsense and XEODesign.
Further, Microsoft developed an online tracking system
called TRUE to collect and visualize gameplay telemetry
data and synchronize them with attitudinal and
observational data [4]. This enabled them to “detect issues
and understand root causes in the same way usability
testing does [4].” They validated their system using two
games: Halo 2 and Shadowrun. In addition, Dracken et al.
in cooperation with Eidos interactive developed a set of
metrics to track user behavior in Tomb Raider. They used
Geographic Information Systems to visualize spatial
gameplay metrics, developing the Heat Map, which enabled
them to detect level design problems, such as places where
a lot of players died [5, 6]. Similar methods are used by
Valve [7], Bungie and Electronic Arts.
A few studies concentrated on defining methods for
evaluating engagement or enjoyment in games. Sweetser
and Wyeth developed a model called GameFlow [8] based
on the Flow theory [9]. The model consisted of a set of
qualitative criteria for measuring eight specific elements of
a game: concentration, challenge, skills, control, clear
goals, feedback, immersion, and social. They validated the
model by evaluating two commercial games, and
comparing their results to that of expert reviews.
Yannakakis and Hallam [10] explored the development of a
quantitative experimental model specifically targeting
simple arcade and augmented reality games. They
concentrated on challenge as a main aspect of engagement.
In addition, Lazarro et al. [11] ran a large study with 45
participants with various gaming experience who were
asked to play 40+ games of different game genres,
including racing, fighting, puzzle solving, and sports. They
used observation notes, videotaped interaction, and
questionnaires/interviews with friends and family. Based on
their study they identified four kinds of fun: (1) hard fun:
motivated by achievement, (2) Easy Fun: motivated by
exploration, (3) Altered states: motivated by visceral
rewards, and (4) Social: motivated by competitive or
cooperative play or just to be with friends. Even though the
sample was small and included many games, their work
contributed data showing variations in play styles and
motivations.
An alternative approach to playtesting and usability studies
is the use game heuristics evaluation. This method is based
on the usability heuristic technique developed by Nielsen
[12]. Game heuristic evaluation is accomplished through a
systematic inspection of a game using a set of heuristics or
guidelines. The technique provides a very cheap and easy to
administer testing method, which became very popular
within software companies. Several researchers [13-15]
worked on developing a set of game design heuristics,
expanding on the user interface heuristics develop by
Nielson [12]. However, heuristics cannot completely
replace playtesting and usability studies, as it does not
provide attitudinal, behavior, or play data from actual users.
While previous works present excellent research that
addressed the evaluation of games, the measurement and
evaluation of cooperative games is still an untapped area.
The only work we found targeting this area was Pinelle et
al.’s work [16] on heuristics for evaluating networked
multiplayer games. While their work and criteria is close to
ours, they focused on heuristics based techniques and
developed methods to evaluate networked games rather
than games where participants share the same physical
space. In this paper, we specifically propose a set of
validated Cooperative Performance Metrics CPMs for
analyzing and evaluating cooperative play occurring over
the network or within the same space.
Cooperative Game Design Patterns
Some researchers analyzed a set of cooperative games to
develop cooperative game design patterns. Zagal et al., for
example, explored cooperative patterns within board games
[17]. Also, Bjork and Holopainen [18] presented a large
number of game design patterns, which included
cooperative and social interaction patterns. In addition,
Zagal et al. presented an ontology for analyzing game play
[19]. Rocha et al. [20] presented a framework of several
cooperative game design patterns. In this paper, we follow
in the footsteps of these efforts by extending Rocha et al.’s
model [20]. We chose to extend Rocha et al.’s work,
because it uses recently published cooperative games, and
thus the design patterns and choices are more up to date,
while other works published on cooperative patterns used
examples that were over five years old. Note that the
patterns described by Rocha et al. overlap significantly with
those discussed by Zagal and Bjork.
Rocha et al. identified six cooperative game design
patterns:
Complementarity: is one of the most commonly used
patterns in co-operative games. It implies that players
play different character roles to complement each others’
activities within the game.
Synergies between abilities: allows one character type to
assist or change the abilities of another. For example, in
World of Warcraft (Blizzard, 2001), a Shadow Priest can
cause an enemy to become vulnerable to
shadow damage, which also results in an increase in the
damage that Warlocks (another character type) can cause.
Abilities that can only be used on another player: an
example can be seen in Team Fortress 2 (Valve, 2007),
where Medics can heal other players.
Shared goals: is a pattern used to force players to work
together, such as in World of Warcraft, where a group of
players are given a single quest with a shared goal.
Synergies between goals: is a pattern that forces players
to co-operate together through synchronized goals. For
example, the achievement system developed for the Pyro
and Medic character classes within Team Fortress 2 gives
Pyros the goal of killing three enemies while ubercharged
(being made invulnerable by a Medic). The Medic, on the
other hand, has a different goal, which is to ubercharge a
Pyro while he/she burns enemies.
Special rules denote rules that are used to enforce
cooperation within teams. For example, designers can
encode rules to denote specific effects to actions within
the game when performed on a friendly player. The idea
behind these differences is to promote and facilitate
cooperation. A good example is the rule in FPS (First
Person Shooter) games that prevents damage when
players accidently shoot other players on the same team,
known as Friendly Fire modes.
IDENTIFIED COOPERATIVE PATTERNS
In parallel with our research on previous work, we
conducted a study analyzing new and old cooperative
games, specifically exploring their core mechanics and
identifying the interaction models behind their co-op game
play. Our initial research resulted in a total of 215 PC and
video games that had a multiplayer component. However,
most of them included competitive rather cooperative
patterns. After an initial review, we selected fourteen games
for deeper analysis that included cooperative modes; these
were: Left4Dead (Valve, 2008), Resident Evil 5 (Capcom,
2009), Beautiful Katamari (Namco Bandai), Kameo: The
Elements of Power, Lego Star Wars, Wall-E (THQ, 2008),
Cloning Clyde (Microsoft, 2006), Guitar Hero III
(Activision, 2007), Harry Potter and the Goblet of Fire
(Electronic Arts, 2005), Kung Fu Panda (Activision, 2008),
Little Big Planet, Boom Blox (Electronic Arts, 2008), Mario
Galaxy (Nintendo, 2007), and Army of Two (Electronic
Arts, 2008).
The analysis process took two months to complete. During
this time, two researchers analyzed each game in detail
using game design theory [21-23] and previous work on
cooperative game design [17, 19, 20]. They identified
distinct design techniques, including resource sharing,
controls (user interface), shared goals and puzzles, and
reward structures. They also noted visual design
characteristics, such as camera settings. They developed a
set of design patterns based on this analysis. For validation,
the patterns were reviewed by an independent researcher,
who has over 10 years of game industry experience. After
his approval, we asked a team of two independent
researchers to play all the identified games and develop
their own cooperative game design patterns. Although we
didn’t run a Kappa analysis on the rater agreement, we can
report a very high agreement, as researchers identified the
same patterns, but have used different terms to denote some
of them. At the end of this process, researchers met and
discussed the patterns; a final set is discussed below.
We differentiate between cooperative games that support
cooperative play through sharing a computer or screen vs.
patterns designed for online or distributed collaboration.
Benford et al. [24] argued that current interfaces and
collaborative environments are not designed to support kids
playing together on the same computer, but rather assume
that they are collaborating with one another where each one
is situated at a different computer. This is important as we
discuss cooperative patterns, since we identified the same
distinction between cooperative games in the market. All
fourteen games reviewed in our study were designed for
kids to play together through a shared screen. In these
situations, camera set up emerged as an important design
component.
We identify the following additional patterns:
Camera Setting: there are three design choices for
developing a successful camera in a shared screen co-op
games—split screen horizontally or vertically, one
character in focus, all characters are in focus (the screen
doesn’t move unless all characters are near each other).
Interacting with the same object: providing interactive
objects that can be manipulated by characters’ abilities.
In Beautiful Katamari, players share a ball. Similarly, in
Little Big Planet, both players can push or grab one
object together.
Similar to shared goals is Shared Puzzles: this pattern is a
general category for all cooperative design puzzles, also
discussed in [18]. This pattern was observed in games
such as Lego Star Wars and Little Big Planet, where both
players encounter a shared challenge or obstacle.
Shared Characters: providing a shared NPC (Non-Player
Character) equipped with special abilities that players can
assume. This pattern can be seen in Lego Star Wars,
where both players have the ability to assume a special
character, but only one can. This enables discussions
among players concerning how to share the character.
Special characters targeting lone wolf: this pattern
focuses on the design of NPC characters that target
players who are working alone. In Left4Dead, the Hunter
and Smoker are good examples of this pattern.
Vocalization: are patterns that embed automatic vocal
expressions on player characters that alert players of
different challenging events. It, thus, encourages players
to play close together and support each other.
Limited resources: is concerned with providing a limited
number of resources, and thus encourages players to
share or exchange resources to research the same goal.
Resident Evil 5 uses this technique; many examples of
this pattern can be seen in board games [17].
Table 1 shows example patterns from two games.
Game Significant Design Pattern
Mario
Galaxy
Limited resources: the number of stars
collected is a shared resource.
Shared Goal: the goal for both players is
to gather a certain amount of stars.
Complementarity: the shadow player
supports the player controlling Mario.
Resident
Evil 5
Camera Setting: split screen in horizontal
mode.
Limited resources: sharing ammo.
Abilities that can only be used on another
player: healing the other player.
Shared Puzzles: opening locked doors by
solving common puzzles, co-op attacks
for defeating strong NPCs, co-op jumping
for solving platform puzzles.
Table 1. Example patterns for Mario Galaxy and RE5.
STUDY DESIGN
Given the cooperative patterns discussed above, we ran a
study to investigate how players experience cooperative
games that embed these patterns. We ran a study with a
total of 60 participants: 18 females (average age=9.81), 42
male (average age=10.4) in a total of 25 sessions.
Participants were recruited through bulletin boards, special
contact lists, schools, and organizations, such as the Boys
and Girls Club. We invited participants to come in groups
of 2-4 participants: friends or family for a 3 hour play
session. As they came in, they signed a consent form and
were interviewed. The first interview included questions
about their background, playing habits, and previous
gaming experience. After this initial interview, we asked
them to play four games in 10 minute-sessions. The games
were chosen based on our previous analysis and their
popularity given our target age group (8-12). The selected
games were Rock Band 2, Lego Star Wars, Kameo, and
Little Big Planet. We will use the following abbreviations
to denote the games: RB, LSW, K, and LBP, respectively.
After each play session, participants were interviewed
individually to gauge their perceptions on their play
experience. For further analysis we videotaped all the play
sessions front and back as shown in Figure 1.
Figure 1. Screenshots of participants in a session.
In order to analyze the cooperative nature of these games,
we defined several metrics: Cooperative Performance
Metrics (CPMs). These metrics are associated with
observable events within a play session, and thus can be
used as a basis for video annotation or structured
observation of a cooperative play session.
We created these CPMs through an iterative process
involving expert and team reviews. The first initial set of
metrics was defined based on several play sessions, where
researchers played cooperative games and others observed.
These metrics were then reviewed and revised by the team
of five researchers involved in this study. The metrics were
then used to observe and annotate two pilot cooperative
play sessions. The metrics were also sent in parallel to three
industry game designers working at Electronic Arts and
Square Enix. Based on their feedback and the results
observed from the two pilot sessions, we revised the
metrics. In a meeting conducted with the research team,
three with previous game industry experience, we discussed
the metrics and approved the final set, which was used to
video annotate the 25 play sessions. We later validated the
metrics through an inter-rater agreement method discussed
below.
The final set of CPMs developed is as follows:
Laughter or excitement together, which we identified as
events, where participants:
laughed at the same time due to a specific game event;
expressed verbally that they are enjoying the game,
looking for utterances, such as “sweet”, “it is a lot of
fun”, etc.;
shook their heads and showed facial nonverbal
behaviors that clearly expressed happiness or
excitement.
This behavior was coded by labeling each event in the video
that led to laughter or excitement based on the criteria
above. As different people have different personalities, it is
hard to count just one person and neglect the other, and thus
we only labeled events where all participants laughed
together, ignoring instances were one laughed without the
other(s). We also imposed the constraint that researchers
should label events happening in the same space only once
per cause.
Another metric that is central to our work is an event that
caused participants to Worked out strategies. This was
identified when participants:
talked aloud about solving a shared challenge;
divided a game zone to different parts in order to
divide and conquer;
navigated the world while consulting with each other.
This is important as it refers to cases during gameplay
where an obstacle encourages participants to consult with
each other and make a local plan to resolve it. For example,
in Lego Star Wars, there were different platform puzzles
that required players to jump over some specific platforms
to open the path. This challenge allowed players to consult
with one another and make decisions together.
Another related metric is Helping each other. This metric
corresponds with helping events. These events come in
different varieties. For example, we often found that some
players help others by leading them through the game, or by
pointing to specific buttons. In Little Big Planet, we found
many tangible instances of this metric, where participants
helped one another by pointing to the controller or by
handling the controller for the other player. Thus, we define
events that signify this metric as events where players:
talked about controllers, and how one can use the game
mechanics;
told each other the correct way of passing a shared
obstacle;
saved and rescued the other player while he or she was
failing;
In our inter-rater agreement experiments we found that
researchers can confuse this tactic with the Worked out
strategies tactic, especially if participants are helping each
other. Thus, we imposed the constraint that researchers
should label events under the Helping CPM when one
player is helping the other and not when both are helping
each other.
Global Strategies is a metric we created to refer to events
where players take different roles during gameplay that
complement each others’ responsibilities and abilities. A
tangible example of this parameter was observed in Lego
Star Wars, where one player played the role of Jar-Jar (a
character with high jumping capabilities) and the other one
tried to support Jar-Jar while facing enemies.
One important problem with cooperative games is the gap
between skills which causes players to wait for one another.
Most of the time this builds frustration, and thus we
developed a metric called Waited for each other to label
events, where one player waits for the other to catch up.
Another related metric is Got in each others’ way, which is
defined as events where one player leads and the other lags
behind, or when one player wants to do an action, x, and the
other wants to take a different action, y, and whereby taking
these actions they will inevitably interfere or hinder each
other’s goals.
RESULTS
We used the CPMs to annotate all game play sessions. A
total of 3000 minutes of video data were reviewed and
annotated (25 sessions front and back videos, totalling 50
60-minute gameplay videos). One researcher took on this
task. He went through all videos and labelled each CPM
occurrence. For example, when a laughter event as
described above is observed, he marked the video and
annotated it by labelling the instance as Laughter and
Excitement Together CPM. In this section, we discuss the
totals, averages, standard deviation, 95% confidence
intervals for all CPMs per game. We also discuss paired t-
tests evaluating statistical significance of the results.
Furthermore, for each CPM label within the video analysis,
the researcher identified a cause based on the cooperative
design patterns, specifically: complementarity, synergies
between abilities, shared goals, synergies between goals,
special rules, camera styles, Interacting with the Same
Object (ISO), Shared Puzzle (SP), Shared Character (SC),
and Miscellaneous (PM). PM is a miscellaneous category
that includes animations, cut scenes, or special elements
that are specific to one game. For example, the dance
animation in Little Big Planet caused much laughter. The
mapping between CPMs and cooperative patterns were
performed through a qualitative interpretive exercise.
Inter-rater Kappa for Metrics
M1 M2 M3 M4 M5 M6
Session 1 0.88 0.67 0.83 0.86 0.78 1
Session 2 1 0.75 0.86 1 0.60 0.83
Average 0.94 0.71 0.84 0.93 0.69 0.91
Table 2. Inter-rater Agreement (M stands for CPM).
Before discussing the results, we will discuss the validation
process we performed to evaluate the reliability of the
results. First, to establish face validity, patterns and CPMs
were developed through an intensive review process as
discussed above. To establish scientific validity, we
performed a formal validation process. We asked two
independent researchers to rate two sessions given the
CPMs and the cooperative patterns identified. All
researchers were given an introduction to the CPMs and
cooperative patterns and were shown an example of how to
apply them using a video-taped gameplay session.
Afterwards, they were given two videos of play sessions of
Kameo and Lego Star Wars to analyze. We then performed
inter-rater agreement and calculated kappa values [25, 26].
Table 2 shows the results of this process. Based on these
results, we found that there were almost perfect agreements
for Laughter and Excitement Together, Helping, Global
Strategies, and Got in Each Others’ Way CPMs; we found
substantial agreements for Worked Out Strategies, and
Waited for Each Other CPMs. The kappa values presented
are sufficient to establish validity of the approach and the
results [25, 26].
Figure 2. Comparing total number of Laughter and Excitement
Together.
Laughter and Excitement Together Events
Figure 2 shows totals of events for all sessions labeled as
Laughter and Excitment Togehter. Table 3 shows averages
per session, standard deviation, and confidence intervals.
As it can be seen, Lego Star Wars is in the lead with a lot
more laughter and excitment events than the rest of the
games. Little Big Planet follows, then Kameo and Rock
Band 2 (same on average). We ran t-tests to check for
signficance of the differences between the games. T-test
results were: RB-LSW (extremely significant, sig = .0001),
RB-K (not significant, sig=.9), RB-LBP (signficant,
sig=.0014), LSW-K (extremely significant, sig=.0003),
LSW-LBP (significant, sig=.018), and K-LBP (significant,
sig=.009).
Game
Statistics Average Standard
Deviation Lower Upper
Rock Band 2 2.2 1.08 1.77 2.62
LSW 4.7 2.68 3.59 5.74
Kameo 2.24 1.74 1.55 2.92
LBP 3.36 1.87 2.63 3.36
Table 3. Averages, Standard Deviation, 95% confidence Upper
and Lower, per game for Laughter and Excitement Together.
Further analysis of the causes of these events reveals that,
interestingly, PM is the main cause (shown in figure 3). PM
includes a variety of different visual and audio patterns
such as character design, character animations, interactive
objects, and cut scenes. For example, the falling down
animation in Lego Star Wars had a great impact on players’
excitement. Little Big Planet’s character designs also had
many exciting features such as dancing, shaking hands, etc..
In addition, as the figure shows, shared goals,
complementarity, shared puzzles, and shared characters are
important factors, that accounted for 14.1%, 10.2% and
11.4%, respectively.
Figure 3. Patterns that caused Laughter events.
Worked Out Strategies
Figure 4 shows totals for Worked Out Strategies events for
all sessions and table 4 shows averages, standard deviation,
and confidence intervals. As it can be seen, Lego Star Wars
is significantly in the lead and Rock Band 2 is far behind all
others with significance. We ran t-test between each pair.
T-test results were: RB-LSW (extremely significant, sig =
.0001), RB-K (extremely significant, sig=.0001), RB-LBP
(extremely signficant, sig=.0001), LSW-K (extremly
significant, sig=.0001), LSW-LBP (extremely significant,
sig=.0001), and K-LBP (not significant, sig=.77).
Figure 4. Comparing total number of Worked Out Strategies.
Game
Statistics Average Standard
Deviation Lower Upper
Rock Band .72 0.68 .45 .98
LSW 6.08 2.812 4.95 7.2
Kameo 2.88 1.3 2.37 3.39
LBP 2.76 1.615 2.127 2.76
Table 4. Averages, Standard Deviation, 95% confidence Upper
and Lower, per game for Worked Out Strategies.
Figure 5 shows analysis of patterns that caused these
Worked Out Strategies events. There is a direct impact of
shared puzzles and shared goal (60.7%), complementarity
(10.8%), shared character (8.1%), and camera pattern
(9.1%). As players tried to solve puzzles cooperatively,
they talked aloud and made plans. Shared character was
also a cause for these events and was primarily observed in
Lego Star Wars. Additionally, the complementarity of roles
in Kameo made this game very challenging, as players
switch to different characters to solve puzzles and divide
tasks. In one observation, two players worked out their
strategies so that one player explored the map while the
other fought.
Figure 5. Patterns that caused Worked Out Strategies.
Figure 6. Comparing total number of Helping events.
Helping
Figure 6 shows totals of observed Helping events for all
session. Table 5 shows averages, standard deviation, and
95% confidence interval per game. The results show that
Kameo is significantly in the lead here. Rock Band 2 is last
with no overlap with other games. T-test results were: RB-
LSW (extremely significant, sig = .0001), RB-K (extremely
significant, sig=.0001), RB-LBP (extremely signficant,
sig=.0007), LSW-K (very significant, sig=.008), LSW-LBP
(signficant, sig=.034), and K-LBP (extremely significant,
sig=.0001).
We deduce from our observation and analysis of gameplay
videos that Kameo was the most difficult game for players
given all the other games. This may be due to the split-
screen 3D game. But it was also obvious that many
participants had a lot of problems with the controller and
the obstacles within the game. This caused them to seek
each others’ help, and thus may explain the lead of Kameo.
Rock Band 2, on the other hand, is a concentration game
that didn’t really give players time to help each other.
Game
Statistics Average Standard
Deviation Lower Upper
Rock Band .36 .7 0.086 .634
LSW 2 1.33 1.43 2.49
Kameo 3.24 1.51 2.65 3.83
LBP 1.24 1.01 .84 1.24
Table 5. Averages, Standard Deviation, 95% confidence Upper
and Lower, per game for Helping.
Figure 7 shows a strong relation between Helping events
and the shared puzzles and goals patterns. These two
patterns cover 70% of the Helping metric. Also, it is
interesting to note synergies between goals as a design
pattern accounting for 10% of Helping events. Rock Band 2
was the only game that used this pattern–since players’
goals include finishing notes, and the other players’
performance has a great impact on group performance.
Figure 7. Patterns that caused Helping events.
Figure 8. Comparing total number for Global Strategies
events.
Global Strategies
Figure 8 shows totals of observed Global Strategies events
for all sessions; table 6 shows averages, standard deviation,
and 95% confidence interval per game. T-test results were:
RB-LSW (very significant, sig = .017), RB-K (very
significant, sig=.002), RB-LBP (not quite signficant,
sig=.118), LSW-K (not significant, sig=.246), LSW-LBP
(extremely signficant, sig=0.0001), and K-LBP (extremely
significant, sig=.0001). As it can be seen, there is no
significance between Kameo and Lego Star Wars, both in
the lead. Rock Band 2 and Little Big Planet following. The
significant gap between Kameo and Lego Star Wars on the
one hand, and the Rock Band 2 and Little Big Planet on the
other, shows that action adventure games support this CPM.
Game
Statistics Average Standard
Deviation Lower Upper
Rock Band 1 1.08 .577 1.42
LSW 1.83 .868 1.486 2.181
Kameo 2.08 1.15 1.63 2.53
LBP .56 .65 .304 .56
Table 6. Averages, Standard Deviation, 95% confidence Upper
and Lower, per game for Global Strategies.
Figure 9. Patterns that caused Global Strategies.
Figure 9 shows relations between Global Strategies and
causes. Complementarity and shared character design
patterns account for the majority of these events. Together,
they account for 58% of this metric. Kameo supports four
different characters with differnet abilities that players
switch between dynamically during gameplay. This feature
makes it possible for players to assume different roles and
develop tactics based on their desired character abilities.
Likewise, Lego Star Wars uses the shared character pattern
named Jar-Jar–the player who takes the role of Jar-Jar is
responsible for big jumps that solve the platform puzzles in
this game, but this character is vulnerable to enemies, and
thus the other player has to support him.
Waited for Each Other
Figure 10 shows total events observed for all sessions for
the Waited for Each Other metric, while table 7 shows
averages, standard deviation, and confidence intervals per
session. Like with Global Strategies, Lego Star Wars and
Kameo are in the lead, overlapping in their confidence
interval. Also, Rock Band 2 and Little Big Planet follow
with little overlap in their confidence intervals. T-test
results were: RB-LSW (extremely significant, sig = .0001),
RB-K (extremely significant, sig=.0001), RB-LBP
(signficant, sig=.031), LSW-K (not significant, sig=.683),
LSW-LBP (very significant, sig=.002), and K-LBP (very
significant, sig=.013).
Figure 10. Comparing total numbers for Wait for Each Other.
Game
Statistics Average Standard
Deviation Lower Upper
Rock Band .12 .33 0 .25
LSW 1.4 .977 1.067 1.85
Kameo 1.28 .936 .913 1.647
LBP .56 .82 .238 .56
Table 7. Averages, Standard Deviation, 95% confidence Upper
and Lower, per game for Wait for Each Other CPM.
Figure 11. Patterns that caused Wait for Each Other events.
Looking at the causes for these events (see Figure 11), it is
surprising to see that the camera pattern accounts for 47%
of these events. When we take a closer look at the studied
games, we see that in Lego Star Wars, the camera requires
players to wait for each other to proceed. Conversely,
Kameo has a split screen style, which gives players the
freedom to get solve puzzles independently. However, the
shared puzzle structures in Kameo are designed in such a
way that players need to reach the same checkpoints while
progressing through the game levels. This caused players to
wait for each. It should be noted that Rock Band 2 has a
pausing mechanism that players could use but didn’t choose
to in any of our sessions.
Figure 12. Comparing total number of Got in Each Others’
Way events.
Game
Statistics Average Standard
Deviation Lower Upper
Rock Band 1.32 1.52 .724 1.92
LSW 2.12 1.8 1.4 2.85
Kameo 1.56 1.227 1.07 2.04
LBP 1.56 .96 1.18 1.56
Table 8. Averages, Standard Deviation, 95% confidence Upper
and Lower, per game for Got in Each Others’ Way.
Got in Each Others’ Way
Figure 12 shows total of observed events of Got in Each
Others’ for all sessions, and table 8 shows averages,
standard deviation, and confidence intervals. As it can be
seen, there is overlap between confidence intervals among
all games. T-test results were: RB-LSW (significant, sig =
.034), RB-K (not significant, sig=.5), RB-LBP (not
signficant, sig=.5), LSW-K (not significant, sig=.2), LSW-
LBP (not significant, sig=.14), and K-LBP (not significant,
sig=1). This insignificance may be due to the fact that the
CPM was observered for many causes.
Figure 13. Patterns that caused Got in Each Others’ Way
events.
Camera pattern (50%), complementarity (17%) and shared
puzzles (12%) have a great impact on this metric (see
Figure 13). The Lego Stars Wars’ camera depends on
players’ movements in relation to each other. Thus, if they
wanted to move in opposite directions, they will get in each
other’s way.
CONCLUSION
In conclusion, we present table 9, showing some of the
significant cooperative patterns identified based on our
results. Specifically, complementarity, shared goals, shared
puzzles, and shared objects had a major impact on the
identified CPMs. This is evident by the significant results
we discussed, specifically in the Global Strategies CPM
where Lego Star Wars and Kameo were clearly in the lead
due to their use of shared goals, shared puzzles, and
complementarity cooperative patterns. In addition, the
results suggest that, for the age group we had (6-14), split
screen and camera led by the first player caused Waited for
Each Other and Got in Each Others’ Way CPMs, which
may have a negative impact on the play experience. Thus,
designers need to be careful when designing camera
settings. Furthermore, analysis of laughter and excitement
shows that visual style and animation as well as cut scenes
caused much of the Laughter and Excitement Together
(Figure 3).
Another interesting point to note for cooperative designs is
that Helping occurred when the game was difficult for
players—the number of events observed was significantly
higher for Kameo, which was rated the most difficult game
by our participants. Thus, this CPM is directly tied to
difficulty and can be used to tune difficulty of the game.
Game Pronounced Patterns
Rock
Band 2
Complementarity
Synergies between abilities
Abilities on others
Shared Goals
Lego Star
Wars
Complementarity
Shared Goal
Synergies between goals
Camera: all characters are in focus
Interacting with same object
Shared puzzle and Shared character
Kameo
Complementarity
Shared Goals and shared Puzzles
Interacting with the same object
Camera: split screen
Little Big
Planet
Shared Puzzles
Interacting with the same object
Abilities on others
Camera: led by first player
Table 9. Cooperative patterns leading to positive CPMs.
To summarize, designing effective cooperative patterns is
an important area for the game industry, and has a direct
impact on the development of educational as well as
informal learning games. Developing methods for
evaluating or analyzing players’ cooperative play is still an
untapped research area. In this paper we presented several
contributions. First, we proposed several cooperative game
design patterns extending previous work. Second, we
proposed a set of Cooperative Performance Metrics (CPMs)
used for analysis of the cooperative games. Third, we
presented results of a study analyzing the experience of 60
players playing cooperatively in groups of 2-3 four
cooperative games: Rock Band 2, Lego Star Wars, Kameo,
and Little Big Planet. The analysis resulted in valuable
design lessons, which form another contribution of this
paper. These results were further validated through inter-
rater reliability measures. In future research, we will extend
this work by running additional experiments with different
age groups and game types.
ACKNOWLEDGMENTS
We thank the children and parents who participated in the
study. We also wish to thank our funders. The study was
funded by MITACS (Mathematics of Information
Technology and Complex Systems), a Canadian Network
Center of Excellence (NCE), and Bardel Entertainment, a
virtual worlds company in Vancouver, British Columbia.
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