Designing brutal multiplayer video games

dc.contributor.authorMarshall, Joe
dc.contributor.authorLinehan, Conor
dc.contributor.authorHazzard, Adrian
dc.contributor.funderLeverhulme Trusten
dc.contributor.funderArts and Humanities Research Councilen
dc.date.accessioned2017-04-27T12:14:57Z
dc.date.available2017-04-27T12:14:57Z
dc.date.issued2016-05-07
dc.date.updated2017-04-27T09:41:17Z
dc.description.abstractNon-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.sponsorshipLeverhulme Trust (ECF/2012-677); Arts and Humanities Research Council (Performance and Games Network - Ref AH/L009080/1).en
dc.description.statusPeer revieweden
dc.description.urihttps://chi2016.acm.org/wp/en
dc.description.versionAccepted Versionen
dc.format.mimetypeapplication/pdfen
dc.identifier.citationMarshall, 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: 10.1145/2858036.2858080en
dc.identifier.doi10.1145/2858036.2858080
dc.identifier.endpage2680en
dc.identifier.isbn978-1-4503-3362-7
dc.identifier.startpage2669en
dc.identifier.urihttps://hdl.handle.net/10468/3898
dc.language.isoenen
dc.publisherAssociation for Computing Machineryen
dc.relation.ispartofCHI '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) http://dx.doi.org/10.1145/2858036.2858080en
dc.subjectBrutalen
dc.subjectPhysicalen
dc.subjectGamesen
dc.subjectGame designen
dc.titleDesigning brutal multiplayer video gamesen
dc.typeConference itemen
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
brutalplay-cameraready-10_-_authors.pdf
Size:
7.42 MB
Format:
Adobe Portable Document Format
Description:
Accepted Version
License bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
2.71 KB
Format:
Item-specific license agreed upon to submission
Description: