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Designing Brutal Multiplayer Video Games

Published: 07 May 2016 Publication History

Abstract

Non-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.

Supplementary Material

ZIP File (pn0358-file4.zip)
Anonymised interview transcripts and analysis spreadsheet to accompany the paper Designing Brutal Multiplayer Video Games transcripts1.txt - Group 1 transcripts transcripts2.txt - Group 2 transcripts combined-analysis.txt - All transcripts coded Enjoy. Any questions, email [email protected]
suppl.mov (pn358.mp4)
Supplemental video

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    cover image ACM Conferences
    CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
    May 2016
    6108 pages
    ISBN:9781450333627
    DOI:10.1145/2858036
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 07 May 2016

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    Author Tags

    1. brutal
    2. game design
    3. games
    4. physical

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    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
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    CHI '16 Paper Acceptance Rate 565 of 2,435 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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    Cited By

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    • (2024)Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social PlayProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660723(2088-2106)Online publication date: 1-Jul-2024
    • (2023)Design Resources in Movement-based Design Methods: a Practice-based CharacterizationProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596036(871-888)Online publication date: 10-Jul-2023
    • (2023)Collision DesignExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3582734(1-9)Online publication date: 19-Apr-2023
    • (2022)Virtual Reality Applications Market Analysis—On the Example of Steam Digital PlatformInformatics10.3390/informatics90401009:4(100)Online publication date: 12-Dec-2022
    • (2022)TouchMate: Understanding the Design of Body Actuating Games using Physical TouchExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558332(153-158)Online publication date: 2-Nov-2022
    • (2021)Physical Warm-up GamesProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445163(1-14)Online publication date: 6-May-2021
    • (2020)"Erfahrung & Erlebnis"Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3374920.3374926(337-347)Online publication date: 9-Feb-2020
    • (2020)Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive GamesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376319(1-14)Online publication date: 21-Apr-2020
    • (2020)Virtual Reality Games for People Using WheelchairsProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376265(1-11)Online publication date: 21-Apr-2020
    • (2020)Two Years After: A Scoping Review of GDPR Effects on Serious Games Research Ethics ReportingGames and Learning Alliance10.1007/978-3-030-63464-3_35(372-385)Online publication date: 2-Dec-2020
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