Designing brutal multiplayer video games

Show simple item record Marshall, Joe Linehan, Conor Hazzard, Adrian 2017-04-27T12:14:57Z 2017-04-27T12:14:57Z 2016-05-07
dc.identifier.citation Marshall, J., Linehan, C. and Hazzard, A. (2016) 'Designing brutal multiplayer video games', in Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16), Santa Clara, California, USA, 7-12 May. ACM, New York, NY, USA, pp. 2669-2680. doi: 10.1145/2858036.2858080 en
dc.identifier.startpage 2669 en
dc.identifier.endpage 2680 en
dc.identifier.isbn 978-1-4503-3362-7
dc.identifier.doi 10.1145/2858036.2858080
dc.description.abstract Non-digital forms of play that allow players to direct brute force directly upon each other, such as martial arts, boxing and full contact team sports, are very popular. However, inter-player brutality has largely been unexplored as a feature of digital gaming. In this paper, we describe the design and study of 2 multi-player games that encourage players to use brute force directly against other players. Balance of Power is a tug-of-war style game implemented with Xbox Kinect, while Bundle is a playground-inspired chasing game implemented with smartphones. Two groups of five participants (n=10) played both games while being filmed, and were subsequently interviewed. A thematic analysis identified five key components of the brutal multiplayer video game experience, which informs a set of seven design considerations. This work aims to inspire the design of engaging game experiences based on awareness and enjoyment of our own and others' physicality. en
dc.description.sponsorship Leverhulme Trust (ECF/2012-677); Arts and Humanities Research Council (Performance and Games Network - Ref AH/L009080/1). en
dc.description.uri en
dc.format.mimetype application/pdf en
dc.language.iso en en
dc.publisher Association for Computing Machinery en
dc.relation.ispartof CHI '16 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
dc.rights © 2016 ACM. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16) en
dc.subject Brutal en
dc.subject Physical en
dc.subject Games en
dc.subject Game design en
dc.title Designing brutal multiplayer video games en
dc.type Conference item en
dc.internal.authorcontactother Conor Linehan, Applied Psychology, University College Cork, Cork, Ireland. +353-21-490-3000 Email: en
dc.internal.availability Full text available en 2017-04-27T09:41:17Z
dc.description.version Accepted Version en
dc.internal.rssid 386600099
dc.internal.wokid WOS:000380532902064
dc.contributor.funder Leverhulme Trust en
dc.contributor.funder Arts and Humanities Research Council en
dc.description.status Peer reviewed en
dc.internal.copyrightchecked Yes en
dc.internal.licenseacceptance Yes en
dc.internal.conferencelocation Santa Clara, California, USA en
dc.internal.IRISemailaddress en

Files in this item

This item appears in the following Collection(s)

Show simple item record

This website uses cookies. By using this website, you consent to the use of cookies in accordance with the UCC Privacy and Cookies Statement. For more information about cookies and how you can disable them, visit our Privacy and Cookies statement