ABSTRACT
Co-located games that bring players together have strong potential for supporting children's collaborative competencies. However, there is a challenge how to make results from research work related to this within Child-Computer Interaction (CCI) field easily transferable to future CCI research. Pursuing this challenge, we combined levels of Collaborative Activity (CA) with the design tool gameplay design patterns (GDPs). This combination was used to support comparative play tests of a co-located game with children who have learning difficulties. We report our observations on using our approach, arguing that the possibility of making patterns based on CA concepts such as Reflective Communication points towards collaborative GDPs. Furthermore, this study presents an exemplar that as a flexible and extensible tool GDPs can be used with different theories and models in the CCI field.
- Christopher Alexander, S. Ishikawa, and M Silverstein. 1977. A Pattern Language: Towns, Buildings, Construction. New York(NY): Oxford University Press.Google Scholar
- Jakob Bardram. 1998. Collaboratior, Coordination, and Computer Support: An Activity Theoretical Approach to the Design of Computer Supported Cooperative Work. Aarhus University.Google Scholar
- Wolmet Barendregt, Peter Börjesson, Eva Eriksson, and Olof Torgersson. 2017. StringForce: A Forced Collaborative Interaction Game for Special Education. In Proceedings of the 2017 Conference on Interaction Design and Children (IDC '17). ACM, New York, NY, USA, 713--716. Google ScholarDigital Library
- Karl Bergström, Staffan Björk, and Sus Lundgren. 2010. Exploring Aesthetical Gameplay Design Patterns: Camaraderie in Four Games. In Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '10). ACM, New York, NY, USA, 17--24. Google ScholarDigital Library
- Staffan Björk and Jussi Holopainen. 2005. Patterns In game design. Hingham: Charles River Media.Google Scholar
- Katharina Emmerich and Maic Masuch. 2017. The Impact of Game Patterns on Player Experience and Social Interaction in Co-Located Multiplayer Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '17). ACM, New York, NY, USA, 411--422. Google ScholarDigital Library
- Yrjo Engeström, Katherine Brown, L. Carol Christopher, and Judith Gregory. 1997. Coordination, Cooperation, and Communication in the Courts: Expansive Transitions in Legal Work. In Mind, Culture, and Activity. Seminal Papers from the Laboratory of Comparative Human Cognition, Michael Cole, Yrjo Engeström, and Olga A. Vasquez (Eds.). Cambridge University Press, Chapter 28, 369--388. http://www.cambridge.org/us/catalogue/catalogue.asp?isbn=0521558239Google Scholar
- GPdP 2019. Gameplay Design Patterns Collection. Retrieved Jan 03, 2019 from http://www.gameplaydesignpatterns.org/Google Scholar
- Roger Johnson, David Johnson, and Mary Stanne. 1985. Effects of cooperative, competitive, and individualistic goal structures on computer-assisted instruction. Journal of Educational Psychology 77, 6 (1985).Google ScholarCross Ref
- Petri Lankoski and Staffan Björk. 2011. Theory Lenses: Deriving Gameplay Design Patterns from Theories. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11). ACM, New York, NY, USA, 16--21. Google ScholarDigital Library
- Yue Pan and Erik Stolterman. 2013. Pattern Language and HCI: Expectations and Experiences. In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13). ACM, New York, NY, USA, 1989--1998. Google ScholarDigital Library
- Suleman Shahid. 2018. Computer Mediated Playful Interactions: Investigating How Variations in the Level of Gaze Affect Children's Gameplay. In Proceedings of the 17th ACM Conference on Interaction Design and Children (IDC '18). ACM, New York, NY, USA, 427--433. Google ScholarDigital Library
- Ivan E. Sutherland. 1963. Sketchpad, a Man-Machine Graphical Communication System. Ph.D. Dissertation. Massachusetts Institute of Technology, Cambridge, MA.Google Scholar
- Jose Zagal, Jochen Rick, and Idris Hsi. 2006. Collaborative games: Lessons learned from board games. Simulation and Gaming 37, 1 (2006). Google ScholarDigital Library
Index Terms
- Using Gameplay Design Patterns to Support Children's Collaborative Interactions for Learning
Recommendations
Using Gameplay Design Patterns with Children in the Redesign of a Collaborative Co-located Game
IDC '19: Proceedings of the 18th ACM International Conference on Interaction Design and ChildrenIn this paper, we discuss the applicability of using design patterns to enhance the participation of children in the design process. This is illustrated by a study in which gameplay design patterns have been used to evaluate and re-design a ...
Exploring aesthetical gameplay design patterns: camaraderie in four games
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsThis paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar ...
Employing Social Interactions of Multiplayer Role-Playing Games in a Serious Game: The Case of maSters of AIR (SAIR)
Games and Learning AllianceAbstractCollaborative games prompt players to work together, communicating, coordinating, and assisting each other; such features make them suitable for learning purposes. Although several suggestions have been made to design serious collaborative games, ...
Comments