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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