Investigating communication patterns for improving teamwork in digital games

研究改善数字游戏中团队合作的沟通模式

基本信息

  • 批准号:
    NE/T014539/1
  • 负责人:
  • 金额:
    $ 1.69万
  • 依托单位:
  • 依托单位国家:
    英国
  • 项目类别:
    Research Grant
  • 财政年份:
    2020
  • 资助国家:
    英国
  • 起止时间:
    2020 至 无数据
  • 项目状态:
    已结题

项目摘要

EPSRC : Evelyn Tan : EP/L015846/1Digital games are becoming an irreplaceable part of our culture. According to the 2019 Global Games Market Report, there are 2.5 billion gamers across the world and the global games industry is set to generate $152.1 billion in 2019. Some of the most popular digital games are team-based, for example League of Legends (Riot Games, 2009), Counter Strike: Global Offensive (Valve Corporation, 2012), Overwatch (Blizzard Entertainment, 2016) and Dota 2 (Valve Corporation, 2013). These games have competitive leagues (termed 'esports') with prize pools exceeding $30 million. They are watched and played by millions. Players enjoy the high level of challenge and social interaction that team-based games afford. However, working together with others is not always an enjoyable experience. While teamwork is a core component of the game, it is difficult to achieve since players are typically placed in teams with strangers. This means that teams have no prior experience working together but the game requires close collaboration and effective coordination for success.Team success depends on the rate in which players learn to work together. It also depends on the ability of the team to overcome negative events that can erode team morale. For example, it is common for players to blame each other when the team underperforms. Since constructs like trust and cohesion, which develop through prior experience and sustain teams during adversity, do not exist, players are susceptible to exhibit dysfunctional behaviours. This is known as 'toxic behaviour' and is a huge problem in the game community. According to Riot Games, a new player who encounters toxic behaviour in their first game is 320% less likely to return. Toxic behaviour not only reduces player retention but negatively affects players' mental well-being. Given the millions of people who spend hours on competitive team-based digital games daily, this is an important problem to solve.This project proposes that teamwork can be facilitated through developing effective communication processes. Specifically, this project focuses on 'closed-loop communication', a type of coordination mechanism where it is made clear that a sent message has been received and understood. In new teams, it is important for players to make their behaviours predictable. Using closed-loop communication when coordinating an attack, for example, will enable players to ensure that their teammates share the same situation awareness and are committed to carrying out the attack. As a result, players would develop a greater sense of trust and cohesion, since they know that they can rely on their team. We suggest that by enabling better teamwork, toxic behaviour can be reduced.To achieve this, this project will carry out a laboratory study to investigate the effect of closed-loop communication on team performance, cohesion and player satisfaction. Players will be placed in a team belonging to one of two groups: (1) the experimental group, where closed-loop communication is taught or (2) the control group, where no closed-loop communication is taught. Players will play a match and asked to complete a questionnaire on their subjective experiences. They will also be asked to go through the match replay to identify instances of effective teamwork.Through this project, we can identify whether developing an effective communication process facilitates teamwork in new teams and leads to better performance and greater feelings of cohesion and satisfaction. Findings from this project can be used to inform design features that facilitate teamwork in new teams and can also be used to improve teamwork in teams outside of digital games.
EPSRC:Evelyn Tan:EP/L015846/1数字游戏正在成为我们文化中不可替代的一部分。根据《2019年全球游戏市场报告》,全球有25亿游戏玩家,2019年全球游戏产业将创造1521亿美元的收入。一些最受欢迎的数字游戏是基于团队的,例如英雄联盟(Riot Games,2009),反恐精英:全球攻势(Valve Corporation,2012),守望先锋(Blizzard Entertainment,2016)和Dota 2(Valve Corporation,2013)。这些游戏有竞争性的联赛(称为“电子竞技”),奖金超过3000万美元。他们被数百万人观看和播放。玩家享受团队游戏提供的高水平挑战和社交互动。然而,与他人一起工作并不总是一种愉快的经历。虽然团队合作是游戏的核心组成部分,但很难实现,因为玩家通常与陌生人组成团队。这意味着团队没有合作的经验,但游戏需要紧密的合作和有效的协调才能取得成功。团队的成功取决于玩家学习合作的速度。它还取决于团队克服可能削弱团队士气的负面事件的能力。例如,当球队表现不佳时,球员们互相指责是很常见的。由于信任和凝聚力等结构,这些结构是通过先前的经验发展起来的,并在逆境中维持团队,因此不存在,球员很容易表现出功能失调的行为。这被称为“有毒行为”,是游戏社区中的一个巨大问题。根据Riot Games的说法,在第一场比赛中遇到有毒行为的新玩家返回的可能性降低了320%。有毒行为不仅会降低球员的保留率,还会对球员的心理健康产生负面影响。鉴于每天有数百万人花费数小时玩竞争性团队数字游戏,这是一个需要解决的重要问题。该项目建议通过开发有效的沟通流程来促进团队合作。具体而言,该项目侧重于“闭环通信”,这是一种协调机制,在这种机制中,发送的消息已被接收和理解。在新球队中,球员的行为具有可预测性非常重要。例如,在协调攻击时使用闭环通信将使玩家能够确保他们的队友共享相同的情况意识,并致力于实施攻击。因此,球员会产生更大的信任感和凝聚力,因为他们知道他们可以依靠他们的团队。我们认为,通过更好的团队合作,可以减少有毒行为。为了实现这一目标,本项目将进行实验室研究,以调查闭环沟通对团队绩效,凝聚力和球员满意度的影响。玩家将被安排在属于两组之一的团队中:(1)实验组,教授闭环通信,或(2)控制组,不教授闭环通信。玩家将进行一场比赛,并被要求完成一份关于他们主观体验的问卷。通过这个项目,我们可以确定发展有效的沟通过程是否有助于新团队的团队合作,并导致更好的表现和更大的凝聚力和满足感。该项目的发现可用于提供设计功能,促进新团队的团队合作,也可用于改善数字游戏之外团队的团队合作。

项目成果

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Anders Drachen其他文献

An Ecosystem Framework for the Meta in Esport Games
电子竞技游戏元的生态系统框架
An investigation of player to player character identification via personal pronouns
通过人称代词进行玩家角色识别的调查
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping
MOBA 游戏中的人工智能:多语言文献映射
  • DOI:
    10.1109/tg.2023.3282157
  • 发表时间:
    2024
  • 期刊:
  • 影响因子:
    2.3
  • 作者:
    L. Costa;Anders Drachen;F. C. Souza;G. Xexéo
  • 通讯作者:
    G. Xexéo
Beyond the individual: Understanding social structures of an online player matchmaking website
超越个人:了解在线玩家配对网站的社会结构
  • DOI:
  • 发表时间:
    2019
  • 期刊:
  • 影响因子:
    2.8
  • 作者:
    Günter Wallner;Christopher Schinnerl;M. Schiller;Alexander Monte Calvo;J. Pirker;R. Sifa;Anders Drachen
  • 通讯作者:
    Anders Drachen
Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability
对早期用户游戏交互进行建模以联合估计生存时间和流失概率
  • DOI:
    10.1109/cig.2019.8848038
  • 发表时间:
    2019
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Valerio Bonometti;Charles Ringer;Mark Hall;Alex R. Wade;Anders Drachen
  • 通讯作者:
    Anders Drachen

Anders Drachen的其他文献

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