USER ENJOYMENT AND PERFORMANCE IN COLLABORATIVE
AND COOPERATIVE GAMES IN SHARED 3D VIRTUAL
ENVIRONMENTS
Anastasiia Beznosyk, Peter Quax, Karin Coninx and Wim Lamotte
Hasselt University, tUL, IBBT, Expertise Centre for Digital Media
Wetenschapspark 2, B-3590 Diepenbeek, Belgium
Keywords:
Collaboration, Cooperation, Shared 3D virtual environments.
Abstract:
Increased interest in shared virtual environments has resulted in a necessity to investigate different factors
that influence user interaction, both with the environment and other users. Introducing different types of joint
activities into computer games can support a high level of realism and user engagement. This paper investigates
two types of shared work: collaboration – where users individually perform actions in the environment towards
a common goal, and cooperation where users simultaneously act on the same objects in a shared environment.
A basic computer game which requires joint work between all players was developed and used as a case study.
We analyzed user performance and enjoyment in order to see which type of shared work is more preferable.
Furthermore, the influence of user expertise on their enjoyment was also checked. From this particular study,
we conclude that participants prefer cooperation over collaboration, as it provides more active and realistic
performance. User expertise does not significantly influence enjoyment in this type of shared work, indicating
that inexperienced players can enjoy the game equally as the experienced.
1 INTRODUCTION AND
RELATED WORK
Collaboration at a distance has become an important
topic within the research community. It gained in-
terest due to the growing popularity of virtual com-
munities (e.g. SecondLife
1
) and Massive Multiplayer
Online Role Playing Games (e.g. World of War-
craft
2
). Their success lies beyond advanced three-
dimensional (3D) graphics and immersion, in provid-
ing the possibility to interact and play with other play-
ers, either as a team or against each other. While most
interaction in these applications is limited to com-
munication and navigation, collaboration on closely-
coupled tasks (Otto et al., 2006), where the ac-
tions of collaborating people are directly depending
on each other, – has received less focus.
Three levels of shared work are defined in vir-
tual environments (VE) (Ruddle et al., 2002). The
first level defines collaboration as an ability to com-
municate and perceive the shared environment. The
1
http://www.secondlife.com
2
http://www.worldofwarcraft.com
second level extends this ability, allowing individ-
ual modification of the environment. The third one
is defined by simultaneous impact of multiple users
on the same objects or parts of the environment (e.g.
shared object manipulation). The last one is also often
called cooperation (Broll, 1995), and this term will be
used throughout the paper to refer to the third type
of shared work. While the first and the second lev-
els are actively used for most existing 3D multi-user
computer games (for example, World of Warcraft),
where people co-exist and interact in order to achieve
a shared goal, we assume exactly the third type of
collaboration can increase user engagement and add
more realism to the virtual performance. One of the
recent games that has become popular quickly and
that supports the third type of collaboration is Little
Big Planet
3
, where players encounter a shared chal-
lenge or obstacle, and often have to manipulate the
same object simultaneously. Such popularity triggers
a necessity to fully assess the potential of coopera-
tive activities for 3D computer games. Further possi-
ble advantages over collaboration based on individual
performance have to be investigated as well in order to
3
http://www.littlebigplanet.com
302
Beznosyk A., Quax P., Coninx K. and Lamotte W..
USER ENJOYMENT AND PERFORMANCE IN COLLABORATIVE AND COOPERATIVE GAMES IN SHARED 3D VIRTUAL ENVIRONMENTS.
DOI: 10.5220/0003361403020307
In Proceedings of the International Conference on Computer Graphics Theory and Applications (GRAPP-2011), pages 302-307
ISBN: 978-989-8425-45-4
Copyright
c
2011 SCITEPRESS (Science and Technology Publications, Lda.)
provide players with an enjoyable game experience.
There is a substantial amount of work investigat-
ing different aspects of collaboration and cooperation
within small groups. Although the research is not al-
ways related to computer games, we believe that most
of the findings can be applied in the context of game
development. The major part of research in this area
focuses on the implementation of collaborative and
cooperative interaction techniques (Bowman et al.,
2008), such as shared object manipulation. For exam-
ple, Pinho et al. (Pinho et al., 2008) present a frame-
work that supports development of cooperative ma-
nipulation techniques. Another cooperative manip-
ulation technique called “SkeweR”, that allows two
users to move the same virtual object simultaneously
in a VE, is presented in (Duval et al., 2006). Be-
sides interaction techniques, several researches cov-
ered such issues like providing correct perspective
views over the shared environment (Provenzano et al.,
2007) and support for various types of feedback (Ul-
lah et al., 2009).
Also, several studies focus on perceptional as-
pects of collaboration and cooperation, namely pres-
ence and co-presence within shared virtual environ-
ments (Schroeder et al., 2001; Heldal et al., 2005).
These studies investigate factors that contribute to
effective collaboration and people’s behavior in dis-
tributed VEs while performing closely-coupled tasks.
Similar work performed by Roberts et al. (Roberts
et al., 2003) focuses on concurrent interaction with
shared objects by users of a variety of display system
configurations.
While most existing research focuses either on
collaboration (Heldal et al., 2005) or coopera-
tion (Roberts et al., 2003) separately, we realize the
importance of their comparison. The contribution of
our work is the comparative analysis of collaborative
and cooperative activities, based on users’ behavior
and preferences while playing a multi-user 3D com-
puter game.
In following section, we describe the conducted
experiment. Section 3 presents the results of the user
experiment, which are discussed and concluded in
Section 4.
2 EXPERIMENT DESCRIPTION
In order to compare collaboration and cooperation,
and more specifically to assess the influence of differ-
ent factors on users’ enjoyment, an experiment was
conducted. The purpose of this experiment was to de-
termine the factors that have a positive impact on in-
teraction in a shared virtual environment for collabo-
ration and cooperation. We wanted to see which setup
is found to be more enjoyable and engaging by users
in order to provide some guidelines for further appli-
cation development (e.g. games), where this particu-
lar type of joint work can be beneficial.
We believe that cooperative activities, although
not always easy and straightforward to perform, will
increase enjoyment of users’ interaction and provide
a more convincing shared experience of working to-
gether. We expect therefore cooperative activities to
be more preferable for most participants based on sev-
eral criteria (i.e. performance, how natural the inter-
action was, etc.) and provide more enjoyable interac-
tion among partners when compared to the collabora-
tive condition.
During the experiment ten groups of three people
were sequentially asked to play a basic 3D game with
the shared goal of collecting 20 digits in the environ-
ment together with two partners. The game was rep-
resented as an environment that consists of two virtual
houses containing 20 cubes (figure 1). Half of these
cubes had a digit on one of their sides. In order to
complete the game participants were asked to calcu-
late the sum of all digits, and then to select the correct
number (corresponding to the calculated sum) out of
four options, presented as a four-item menu. To ex-
plore the environment, participants had to select and
manipulate objects.
Figure 1: The task.
The experiment consisted of 2 sessions: collab-
orative and cooperative. For every session a differ-
ent environment was created with the same level of
complexity. In the collaborative session every object
could be moved or rotated by a single person. In the
cooperative session there were two types of objects:
those that can be manipulated by one user and those
that required joint manipulation by two users. If an
object of the second type was selected, a help message
was generated to inform other participants within the
same house in the virtual environment that there is a
person requiring a partner’s help. However, the mes-
sage did not indicate who triggered the call for help
and where that person was located. Participants had
to discuss this event to discover the feasibility to help
USER ENJOYMENT AND PERFORMANCE IN COLLABORATIVE AND COOPERATIVE GAMES IN SHARED 3D
VIRTUAL ENVIRONMENTS
303
each other. If none of the co-players was in the same
house, the person who initially selected such an object
got another message, indicating that his/her partners
were not in the same area.
To indicate successful object selection visual feed-
back was provided. The object highlighted in red in-
dicated it is already selected but in order to manipu-
late it two people are required. The object highlighted
in green indicated that it is selected and can be ma-
nipulated. To select, manipulate and deselect an ob-
ject the SpaceMouse or the SpaceExplorer was used.
To move or rotate object jointly with a partner, par-
ticipants had to simultaneously move an object in the
same direction using their devices.
Although we designed this game to be played re-
motely, for observational reasons, participants were
present in the same room (as shown in figure 2). Dur-
ing the experiment participants were allowed to com-
municate. Due to the co-located setup participants
were able to talk to each other without using any
communication technology (e.g. Skype). Because
every participant was focused on actions happening
on his monitor, other communication channels of real
life (facial expressions, gestures, etc.) were not taken
into account. Apart from voice communication they
had a text messenger running on their laptops which
was used to share already found digits to the part-
ners. Once all 20 digits were found, one of the group
members calculated their sum and selected the answer
from the four-item menu (figure 1). Participants were
supervised in order to avoid guessing the correct an-
swer from the menu.
Figure 2: The experiment setup.
The time to complete each session was captured.
After each session participants were asked to com-
plete an individual questionnaire regarding their ex-
perience. In this questionnaire participants had to
evaluate their performance and preference for every
condition on a 10-point likert scale. Questions were
grouped into several categories: enjoyment, level of
working together, performance and communication
activity. Additionally, we asked participants to indi-
cate the level of their expertise in collaborative virtual
environments.
3 RESULTS
The main goal of the conducted experiment was to
compare two levels of shared work: collaboration
and cooperation. Moreover, we present an analysis
that shows the influence of the users’ expertise on
their performance and enjoyment. Finally, we ana-
lyze users’ behavior based on observations. The com-
parative analysis is performed using paired-samples
t-tests.
3.1 Comparison of Collaboration and
Cooperation
3.1.1 Task Completion Time
The analysis has shown that it took significantly
longer for participants to complete the task in the co-
operative setup (t(9) = 3.867, p = 0.004). Figure 3
shows the task completion time for every group in
both conditions.
Figure 3: Task completion time for collaboration and coop-
eration.
As long task completion time may cause boredom
and fatigue, it is important to investigate the effect
of the length of the task on the overall enjoyment of
users. We analyzed both types of joint work in or-
der to search for any correlation with the time. We
found a significant negative correlation (R
2
= 0.687,
p = 0.028) between enjoyment of collaboration and
total time. For the cooperative condition no correla-
tion was found between task completion time and en-
joyment, indicating that people enjoy interaction even
GRAPP 2011 - International Conference on Computer Graphics Theory and Applications
304
if more time to complete the task was required. This
result has an important impact for game development,
where it is important to engage players for a longer
period of time. Nevertheless, it is still necessary to
investigate the influence of time on users’ enjoyment
for continuous long-term gaming.
From observations we discovered that cooperation
took longer because it was often necessary to wait for
the partner in order to perform the joint activity. It
also took some time to find the location of a person
who needed help in the virtual environment. Taking
into account these findings we can conclude that com-
pletion time can be considered as a task-dependent
variable, but users still enjoy longer interaction when
they are cooperating with their partners.
3.1.2 Enjoyment and Performance
Participants had to rate two types of shared work from
different perspectives. We collected responses of in-
dividuals regarding their work under both conditions.
All questions were grouped into several categories
which were analyzed separately.
In table 1 all statistics are given in order to com-
pare the collaborative and cooperative conditions,
based on the individual responses. They are grouped
similarly to the categories of the questionnaire given
to participants. As we can see, participants enjoyed
the cooperative task significantly more. They per-
formed almost equally active as no difference was
found across the conditions. Furthermore, we ad-
ditionally asked them to evaluate their group activ-
ity in the collaborative and cooperative settings. We
found that as a group they performed significantly
more active during the cooperation (t(9) = 3.250,
p = 0.01). This can be explained by the nature of the
given task as in a cooperative setting participants are
more dependent on their co-players.
Manipulation of objects during the cooperative
task required more effort and cohesive work from par-
ticipants, and was indicated to be significantly harder
than single-user object manipulation. But, as indi-
cated before, such difficulty did not significantly in-
fluence the overall user enjoyment of cooperation.
Another question that was asked related to users’
level of working together with others, rather than on
their own. Responses showed another advantage of
cooperative work it provides a significantly higher
feeling of working together as a group comparing to
the one in collaboration. Furthermore, participants
also indicated the cooperative condition as a more
natural way of working together as a team. We also
found that there was no significant difference across
the two conditions regarding the level of awareness
that participants perceived, indicating that they were
equally aware of the situation in the environment dur-
ing their activity.
The activity of communication and the level of
its importance were also analyzed. As mentioned
before, cooperation required much more communi-
cation and coordination from participants. Statisti-
cal analysis has shown that individuals communicated
significantly more when they cooperated. Users also
indicated that communication was more important for
this session. They said that the collaboration session
“did not require much communication, and the task
itself can be actually completed without communica-
tion”, while for the cooperative session “it would be
impossible to complete the task if the communication
is prohibited”.
3.2 Influence of User Expertise on
Shared Work
We asked participants to define their level of expertise
in 3D single-user (M = 5.2, SD = 2.93) and multi-
user (M = 3.67, SD = 2.43) virtual environments. Al-
though most participants did not have much experi-
ence in shared virtual activities they still enjoy play-
ing the game under both conditions. Moreover, we
found no correlation between expertise level and en-
joyment. This indicates that both experienced and less
experienced users can equally enjoy activities with
others in multi-user virtual environments. Addition-
ally, no influence of user expertise on completion time
was found.
Test groups were randomly formed, so that certain
groups contained only inexperienced or only experi-
enced users, or were mixed. That is why we addi-
tionally compared group enjoyment and average ex-
perience within each group. We found no significant
influence of the experience on the group enjoyment.
In spite of such heterogeneity, user interaction during
both sessions was enjoyable for every participant.
Additionally, we found no correlation between ex-
pertise and level of working together, which proves
the fact that despite lack of experience users got an
equally high perception level of working together
with their collaborators for both conditions.
3.3 Users’ Behavior
Previous sections already partially covered our analy-
sis of users’ behavior. Further analysis of user obser-
vations reveals interesting information regarding the
users’ experience. This section presents the collected
and analyzed qualitative information concerning the
users’ experience while collaborating and cooperat-
ing.
USER ENJOYMENT AND PERFORMANCE IN COLLABORATIVE AND COOPERATIVE GAMES IN SHARED 3D
VIRTUAL ENVIRONMENTS
305
Table 1: Comparison of collaboration and cooperation based on individual responses.
Factor Responses
Task performance
Enjoyment t(29) = 2.421, p = 0.022 M
coll
= 6.37, SD
coll
= 1.5 M
coop
= 7.23, SD
coop
= 1.52
Activity t(29) = 0.711, p>0.05 M
coll
= 7.43, SD
coll
= 1.3 M
coop
= 7.63, SD
coop
= 1.3
Object manipulation t(29) = 2.079, p = 0.047 M
coll
= 7.1, SD
coll
= 1.9 M
coop
= 6.3, SD
coop
= 1.37
Working with others
Level of togetherness t(29) = 7.623, p = 0.000 M
coll
= 5.33, SD
coll
= 2.12 M
coop
= 8.07, SD
coop
= 1.23
Naturalness t(29) = 3.713, p = 0.01 M
coll
= 6.44, SD
coll
= 1.38 M
coop
= 7.37, SD
coop
= 1.45
Awareness t(29) = 1.925, p>0.05 M
coll
= 5.87, SD
coll
= 1.63 M
coop
= 6.43, SD
coop
= 1.70
Communication
Activity t(29) = 5.835, p = 0.000 M
coll
= 5.77, SD
coll
= 1.87 M
coop
= 7.87, SD
coop
= 1.079
Importance t(29) = 9.380, p = 0.05 M
coll
= 5.1, SD
coll
= 1.73 M
coop
= 8.33, SD
coop
= 1.06
Preferences. The analysis shows that participants
preferred the cooperative session significantly more
than the collaborative one, rating their enjoyment
higher. Observing people playing the two games al-
lows us to draw a conclusion what actually caused
such enjoyment.
One of the main reasons why people liked both
conditions is the collaborative nature of the games.
The fact that they were not single players had a posi-
tive impact on their overall experience. Collaboration
was considered less interesting and less fun compared
to the cooperative session because of the reduced in-
teraction. Participants performed more individually,
rather than as a group to complete the task. Some
players said they did not felt part of a group, but rather
co-existed with others.
Cooperation involved more activity in order to
complete the game, resulting in a high level of inter-
action with other participants. Although it was often
necessary to wait for a helper, participants still were
excited to perform joint activities. Moreover, frustra-
tion caused by different views on the same objects,
did not influence the enjoyment. Almost all players
experienced more fun when playing the cooperative
game, as it really gave the feeling of team work. Peo-
ple pointed out that “being fun” is more crucial than
“being difficult” when playing computer games.
Voice Communication. In our previous
work (Beznosyk et al., 2010) we demonstrated
that the inclusion of communication was significantly
important for collaborative tasks in the virtual
environments. In the current experiment, voice com-
munication was included for both the collaborative
and the cooperative sessions. We wanted to determine
when it was necessary to talk with the partners, and
what kind of communication was used while working
under different conditions.
First of all, we noticed that participants who had
difficulties with the actual performance (e.g. ob-
ject manipulation) used communication to compen-
sate their skills. When it was too hard to manipulate
an object, they became more active in a group dis-
cussion. They communicated actively during strategy
discussion and along the task itself. During the col-
laborative session, communication was mainly used
for strategical discussions at the beginning, to do a
bit of joking or to keep others aware what the partic-
ipants were doing. Communication was indicated as
the only instrument of collaboration, as players per-
formed individually rather than as a team. We also
observed that a few pairs did not even discuss even
their strategy, which resulted in longer task comple-
tion time. They concluded that it was not necessary to
communicate, because they were able to see if there
is anyone around.
During the cooperative session, all pairs admit-
ted the necessity of communication. Players not only
talked about their strategy or role division among
the group members, but also coordinated their move-
ments actively. They indicated that the help message
they saw, when someone picked up an object which
had to be manipulated jointly, does not really help
if you cannot communicate about the object descrip-
tion and location. For the cooperative condition the
communication was almost continuous, due to some-
one needing help. Vocal conversation was also used
as an awareness mechanism in the same way as for
collaboration. People communicated regarding their
positions and actions in the virtual environment, thus
making their performance smoother.
It is obviously preferable to include voice commu-
nication when working together with others. It con-
tributes by making interaction more fluent and realis-
tic. The main purpose of communication during the
collaboration was division of the work across group
members, which can also be replaced with a text chat.
At the same time, cooperation required communica-
tion mainly for real-time coordination, which would
be difficult to complete having only a text chat.
GRAPP 2011 - International Conference on Computer Graphics Theory and Applications
306
4 DISCUSSION AND
CONCLUSIONS
The results obtained during this experiment, confirm-
ing our initial assumptions, have an important impact
for the implementation of shared 3D virtual environ-
ments, in particular for game development. Two types
of joint work, collaboration and cooperation, were an-
alyzed and compared in order to see which one is
more preferred by players. We found that partici-
pants enjoyed cooperative tasks more, irrespective to
the level of their expertise in 3D environments. We
observed that non-experienced players were also ac-
tively involved in the task execution, and enjoyed it
not less than more experienced partners. Coopera-
tion also supported a higher level of working together.
The main advantage was that players not only had a
joint goal, that could be achieved concurrently, but
they really had to perform activities together in order
to reach the final aim.
Additionally, we found no negative effect of the
longer task completion time of cooperative activities
on the user enjoyment, which existed for collabora-
tion. Therefore, we can assume that similar coopera-
tive activities – where users can truly work together in
a shared environment – will be beneficial in computer
games. We do not reject collaborative activities as
they are also found to be successful for gaming (Seif
El-Nasr et al., 2010). Moreover, combining the two
types of joint work within the same games has poten-
tial. We believe, that this will provide more dynamic
interaction, as players will be able to switch their ac-
tivities from one type to another.
These results prove that incorporating such activ-
ities into computer games will increase users’ enjoy-
ment and engagement, providing truly shared experi-
ence. But the implementation of cooperative systems
for multi-user computer games requires more effort
from developers. Further research is necessary in or-
der to develop collaborative and cooperative interac-
tion techniques suitable for large groups, as well as
fine-grained algorithms to keep interaction synchro-
nized among all participants.
ACKNOWLEDGEMENTS
The research described in this paper is directly funded
by Hasselt University BOF financing. The authors
would like to thank Lode Vanacken for his assistance
with the implementation and all participants who con-
tributed to this research by taking part in the experi-
ment.
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