scholarly journals “Grandma! Grandpa! Let`s play together!” – Effects of game mode in multiplayer video games on intergenerational social interaction: A randomized field study (Preprint)

10.2196/29179 ◽  
2021 ◽  
Author(s):  
Carmen Zahn ◽  
David Leisner ◽  
Mario Niederhauser ◽  
Anna-Lena Roos ◽  
Tabea Iseli ◽  
...  

2021 ◽  
Author(s):  
Carmen Zahn ◽  
David Leisner ◽  
Mario Niederhauser ◽  
Anna-Lena Roos ◽  
Tabea Iseli ◽  
...  

BACKGROUND Maintaining social relationships is a basic human need and especially essential in old age, for instance, when seniors live in retirement homes. Multiplayer video games can promote the maintenance of social relationships., because they can facilitate positive social interactions between players (also of different generations). However, specific situations require targeted integration of specific game elements and characteristics (e.g., score systems). In order to systematically investigate possible effects of game characteristics on intergenerational social interactions, the game Myosotis FoodPlanet has been developed. In the present study, the impact of three different game modes on intergenerational social interaction were tested in a controlled field trial. OBJECTIVE The study aims at comparing the impacts of three different game modes (competitive, cooperative and creative) on social interactions (verbal and nonverbal communication) of players from different generations during game play. METHODS The study was conducted in a Swiss retirement home in a controlled field trial. Participants were residents from the retirement home (N=10; mean age = 84.8, SD = 5.85). Each pair played the three game modes in randomized order resulting in N=30 twenty-minute game sequences. A within-subject design was applied with Game Mode as within-factor (competitive, cooperative, creative mode) - and Social Interaction as the outcome variable. To assess the quality of social interaction the 30 video-recorded game sequences were analyzed with regard to verbal and nonverbal communication sequences based on an event sampling method. RESULTS ANOVA for repeated measurements revealed significant effects: The total duration of verbal communication was significantly higher in the creative mode than in the cooperative mode (P=.04) with strong effect size (f=0.611). A deeper examination of verbal communication showed that more game-related communication took place in the creative mode than in the cooperative mode (P=.01) and competitive mode (P=.09) with marginally significant effects and strong effect sizes (f=0.841). Moreover, Friedman test showed that in the creative mode significantly more biography-related communication occurred compared to the cooperative mode (P=.03) with strong effect size (r=0.707). Regarding durations of nonverbal communication (e.g., body contact and laughing together), descriptive data show that this was lowest in the creative mode. However, the results did not yield significance. CONCLUSIONS In conclusion, results show that game mode can be an important factor shaping social interactions of players while playing together. Creative game modes can increase verbal communication – stimulating both game-related and biography-related talk stronger than other modes. This has important implications on game design and the use of computer games for promoting intergenerational social interaction in practice. CLINICALTRIAL The study is not liable to registration according to Swiss Federal Human Research Act (HRA) or WHO International Standards (it is not a clinical trial) & in accordance with the principles of WMA Declaration of Helsinki.



2015 ◽  
Vol 20 (4) ◽  
pp. 381-399 ◽  
Author(s):  
Logan Molyneux ◽  
Krishnan Vasudevan ◽  
Homero Gil de Zúñiga




Author(s):  
Dubravka Cecez-Kecmanovic ◽  
Carolyn Webb

This chapter presents a critical approach to collaborative learning viewed as a social interaction process. Based on Habermas’ theory of communicative action, the chapter proposes a communicative model of collaborative learning with the aim to enhance understanding of communicative practices in Web-mediated collaborative learning situations and to provide a methodological instrument for the analysis of concrete learning processes. Drawing on the empirical data from a field study the chapter illustrates how the communicative model of collaborative learning can be applied to analyse not only what linguistic interactions among students mean but also what they produce in a particular learning situation. The chapter concludes by summarising possible implications of this critical perspective and the communicative model of collaborative learning on both practical pedagogy and empirical research in Web-mediated environments.







2019 ◽  
Vol 30 (3) ◽  
pp. 927-947 ◽  
Author(s):  
Yan Huang ◽  
Stefanus Jasin ◽  
Puneet Manchanda

We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of achievement and need for challenge. For example, a higher per-period total score (achievement) increases the engagement of gamers in a low or high engagement state but not those in a medium engagement state; gamers in a low or medium engagement state enjoy within-period score variation (challenge), but those in a high engagement state do not. In the second stage, we develop a matching algorithm that learns (predicts) the gamer's current engagement state on the fly and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.



2006 ◽  
Vol 33 (1) ◽  
pp. 92-109 ◽  
Author(s):  
Jorge Peña ◽  
Jeffrey T. Hancock


Author(s):  
Christina N. Harrington ◽  
Kristin J. Hare ◽  
Wendy A. Rogers

Interactive gesture-based video games, or exergames, provide an option for leisure and rehabilitative user engagement. For older adults, these games present a method of engaging in physical activity in the home, providing benefits such as increased physical movement and social interaction, and alleviating barriers of facility access and transportation that often inhibit an individual’s ability to exercise. Despite these benefits, many older adults perceive exergames as challenging, suggesting the need for instructional support for them to successfully use these systems. We followed a design process wherein we leveraged user research to identify design criteria, and then developed a paper-based quick-start guide to aid older adults in performing gestures associated with exergames played on the Xbox 360 with Kinect. Our prototype quick-start guide provides information on getting started, troubleshooting tips, and common gestures depicted through images, diagrams, and text. We discuss the evaluation of various formats of this guide as part of the iterative process to identify a quick-start guide most helpful in supporting gesture performance.



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