Game Development Reference
In-Depth Information
can possibly be linked to the mission statements
featured in the game which promote the solitary
quest for objects.
The responses obtained concerning item 14
when asked about the conception of game rules
indicate that 45% to 55% of players totally agree.
Item 16 aimed to verify whether or not players
felt motivated to search for supplementary mate-
rial provided by the game itself. The responses
obtained specify that more than 70% in all four
games, partially agree (25%-30%) and (45%-50%)
totally agree with this statement.
Item 5 inquired as to whether or not play-
ers felt the game was made easier by collective
collaboration. This question obtained favorable
results being as 57% of players partially or totally
agreed with the statement. Results indicate that
Gladiatus players are uncertain as to the need for
player alliance. A little over 1/3 (36%) partially
or totally disagree and 43% are in agreement be
it partially or totally. This was the only game in
which less than 50% of players concurred with
the affirmation. The majority of players (at least
64% for OGame) believe that games encourage
group work skills. This can be attributed to the
fact that MMOG games demand player interaction
(Steinkuehler, 2004; Hobbs et al., 2006).
One cannot establish a direct correspondence
between the use of the official forum and the
improvements in communication reported by
players (item 1) because these activities are not
linked to game participation. The amount of
players in agreement with this idea was restricted
in all games, as can be seen in Ikariam where a
number below 50% was reported while Gladiatus
registered only 54%.
When questioned about item 2 (whether or
not player interaction allowed them to use com-
munication skills in other environments) results
indicated that Ikariam players were in agreement
with the affirmation registering 66% concordance.
The other three games reported numbers above
50%. It is possible to conclude that Ikariam re-
ported a higher amount of agreements because
Online Interaction and
Communication During Games
The matter placed within this dimension aims to
verify whether or not players agree that games
promote communication and interaction as well
as if they are able to use the newly developed
capacities in a gaming environment profession-
ally or academically. The results (Table 6) reveal
that players concur that games support these two
elements especially when it comes to group work
skills. This component obtained the highest mean
(4) with the lowest standard deviation (1).
Meanwhile, the results obtained for item 6
were significantly lower registering 2.7. This
question pertained to whether or not players felt
they could use communication skills promoted in
games to solve problems in academic or work
environment.
Table 6. Mean and standard deviation for items related to the promotion of communication and interac-
tion among players
NÂș
Item
Mean
(n=321)
Standard
deviation
05
I find it easier to complete a mission when playing in a group.
3,8
1,2
12
While playing, I find that there are many tasks I cannot perform without the help of others.
3,5
1,3
09
In my experience, playing in multiplayer mode helps me learn how to work in a group.
4
1
01
I can now express myself better thanks to my participation in debates in game forums.
3,4
1,1
02
Interacting with others within the game environment allows me to develop communication
skills outside the game.
3,5
1,2
06
Interaction with other players has allowed me to solve academic or professional problems.
2,7
1,2
 
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