Abstract
This chapter covers the topic of multiplayer serious games. Multiplayer games are discussed in terms of game types and forms, genres and techniques, as well as their impact on the use of multiplayer games. Based on that, this chapter will show how different types of multiplayer genres and techniques can be used for various serious game purposes. This chapter further provides an introduction to the topic of collaborative learning and collaborative multiplayer games—and their use for game-based collaborative learning. We discuss how collaborative learning concepts are inherently used by some massive multiplayer online games, and how those concepts can be used more thoroughly by using the multiplayer paradigm for game-based collaborative learning. Further, it is shown how various multiplayer design aspects like number of players, persistency, matchmaking, interaction, or social aspects need to be considered in the design phase of a multiplayer game.
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Cooperation is used as a synonym for collaboration in the work of Johnson and Johnson.
Recommended Literature
Adams E. (2014) Fundamentals of game design. Pearson Education. “Chapter 2: Online gaming” is a comprehensive introduction to online gaming with a focus on online gaming design issues like persistency
Armitage G, Claypool M, Branch P. (2006) Networking and online games: understanding and engineering multiplayer Internet games. John Wiley & Sons. This book covers the history of online and multiplayer games and discusses more closely current multiplayer game types like FPS, RTS games, or MMOGs. It further details the influence of technology and Internet architecture on networked multiplayer games
Habgood J, Overmars M (2006) Game Design: Balance in Multiplayer Games, book chapter in The Game Maker’s Apprentice, Apress, 211–222. An introduction to designing multiplayer games with a focus on balance and meaningful choices
McGonigal, J. (2011) Reality Is Broken: Why Games Make Us Better and How They Can Change the World. The Penguin Press HC. The book illustrates manifold examples of well-designed game prototypes, which use multiplayer concepts and real-world interactions. As such, the book is a strong inspiration for quest design, rule balancing, and dynamics when multiple players depend on each other. Most examples serve as proof of how social interactions in games can not only lead to benefits for the gamers, but also for the real world around them
Huizinga, J. (2014) Homo Ludens: A Study of the Play-Element in Culture. Martino Fine Books—If not recommended in other chapters already, this book needs your full attention. It is not an educational book in a classical meaning, but a classical book about humans faible for playing, the socio-cultural integration of play and the meaning for each individual’s development. As such, the book highlights the multiplayer aspect from a totally non-technical perspective, which leads to fresh insights for everyone with technical mindsets when designing multiplayer games
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Wendel, V., Konert, J. (2016). Multiplayer Serious Games. In: Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (eds) Serious Games. Springer, Cham. https://doi.org/10.1007/978-3-319-40612-1_8
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