DESIGNING COLLABORATIVE MULTIPLAYER SERIOUS GAMES
FOR COLLABORATIVE LEARNING
Escape from Wilson Island - A Multiplayer 3D Serious Game
for Collaborative Learning in Teams
Viktor Wendel
1
, Michael Gutjahr
2
, Stefan G
¨
obel
1
and Ralf Steinmetz
1
1
Multimedia Communication Labs - KOM, TU Darmstadt, Rundeturmstr. 10, 64283 Darmstadt, Germany
2
Institut fuer Psychologie, TU Darmstadt, Alexanderstr. 10, 64283 Darmstadt, Germany
Keywords:
Serious Games, Collaborative Learning, CSCL, Game-based Learning.
Abstract:
The concept of collaborative learning has been researched for many years. The idea of Computer Supported
Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, game-
based approaches like video games for learning (Serious Games) offer new fields of application. The combina-
tion of game-based learning concepts and collaborative learning may enable new application areas of CSCL.
However, the design of such games is very complex. The gameplay has to fulfill requirements of traditional
single player games (fun, narration, immersion, graphics, sound), challenges of multiplayer games (concur-
rent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and
personalization). Furthermore, requirements of collaborative learning have to be considered, like group goals,
positive interdependence, and individual accountability. In this paper we describe an approach for game-based
collaborative learning using multiplayer Serious Games. We developed an approach for a collaborative 3D
multiplayer game fostering collaborative behavior as a foundation for collaborative learning in teams using
games. First evaluations of a prototype for 3-4 players showed that the game enables a collaborative gameplay
and fosters collaborative behavior. This may allow us to use a game-based CSCL approach to combine the
advantages of game-based learning with those of collaborative learning in future.
1 MOTIVATION
Collaborative learning is a learning concept which is
broadly accepted in various institutions of education
today. For more than twenty years, the idea if using
computers to support collaborative learning is being
investigated. However, most of the research in the
field of Computer Supported Collaborative Learning
(CSCL) deals with e-learning applications or how to
use (new) medias like the Internet or email to sup-
port collaborative learning. In recent years, game-
based learning has become an alternative and a sup-
plement to traditional learning concepts. Various re-
search (Gee, 2003), (Prensky, 2001) has shown that
Serious Games offer a new field of application which
can be utilized to support learning in many fields
(learning, sports & health, political education, etc.).
Today there is a multitude of Serious Games for learn-
ing addressing different target groups. Yet most of
those games are for single player use. Only a limited
number of Serious Games have been designed with
multiplayer support due to the lack of concepts for
multiplayer Serious Games.
The combination of game-based learning concepts
in Serious Games with collaborative learning may
enable new methods of CSCL. The design of such
games, however, is challenging. The gameplay has to
fulfill requirements of traditional single player games
(fun, narration, immersion, graphics, sound), chal-
lenges of multiplayer games (concurrent gaming, in-
teraction) and Serious Game design (seamless in-
clusion of learning content, adaptation & personal-
ization). Furthermore, requirements of collaborative
learning have to be considered, like communication
and social skills or a proper group setup.
In this paper we describe an approach for col-
laborative multiplayer Serious Games which enable
game-based collaborative learning. As a first step we
want to develop a game design for multiplayer Se-
rious Games fostering collaborative behavior among
199
Wendel V., Gutjahr M., Göbel S. and Steinmetz R..
DESIGNING COLLABORATIVE MULTIPLAYER SERIOUS GAMES FOR COLLABORATIVE LEARNING - Escape from Wilson Island - A Multiplayer 3D
Serious Game for Collaborative Learning in Teams.
DOI: 10.5220/0003899801990210
In Proceedings of the 4th International Conference on Computer Supported Education (CSEDU-2012), pages 199-210
ISBN: 978-989-8565-07-5
Copyright
c
2012 SCITEPRESS (Science and Technology Publications, Lda.)
players. The game design takes into account both the
design challenges of multiplayer games and of collab-
orative learning. Our approach attempts to fulfill the
requirements for cooperative work as a prerequisite
of collaborative learning while following the design
guidelines for collaborative games found in literature.
We use this approach to design a 3D multiplayer
Serious Game with a collaborative gameplay as a
foundation for collaborative learning. First evalua-
tions of a prototype for 3-4 players showed that the
game enables a collaborative gameplay and fosters
collaborative behavior (teamplay, coordination be-
tween players, communication).
The paper is structured as follows: In Section 2,
we discuss the state of the art, in Section 3, we de-
scribe our approach for game-based CSCL using mul-
tiplayer games. In Section 4, we present a prototype
for our approach, followed by a discussion of first
results in Section 5 based on a user centered study.
We conclude this paper with a brief summary in Sec-
tion 6.
2 RELATED WORK
2.1 Game-based Learning
Game-based learning is one of the older fields of Se-
rious Games. (Prensky, 2001) explained, why using
games for learning can be a promising approach. He
argues, that motivation is a key factor for learning,
and games can provide the necessary motivation sug-
gesting to combine gaming technology with learning
concepts. (Gee, 2003) argued that
”... schools, workplaces, families, and aca-
demic researchers have a lot to learn about
learning from good computer and video
games. Such games incorporate a whole set
of fundamentally sound learning principles,
principles that can be used in other settings,
for example in teaching science in schools.
An interesting overview of games used in educational
research is given by (Squire, 2003) who describes the
various forms and genres of games already being used
in education, especially in classroom so far. Those are
mainly ’Drill-and-practice’ games, simulations, and
strategy games. ’Drill-and-practice’ games are mostly
utilized for learning by enriching factual recall exer-
cises in a playful way. Simulation games can be used
to simplify complex systems, i.e. laws of physics,
ecosystems (Sim Earth
1
), or politics. On the other
1
www.maxis.com
hand, high fidelity simulations can be used for real-
istic training scenarios as often used by military or
e.g. flight simulators. However, the number of profes-
sionally created Serious Games today is quite small.
As Zyda states (Zyda, 2007), ”Today’s game indus-
try will not build a game-based learning infrastructure
on its own. It got killed in the early days of edutain-
ment”. This may be true or not, according to IDATE
2
,
the global Serious Games market in 2010 was only 1.5
billion EUR, whereas the entire video gaming market
in 2009 was about 60 billion $. However, although
a large number of today’s Serious Games are created
in universities with naturally smaller budgets, accord-
ing to IDATE ”... we can expect to see the business
worlds interest in serious games increase around 2013
...
The focus of educational games in the last decade,
especially concerning learning games, was mainly on
simple simulation games (TechForce
3
) or learning ad-
ventures (Geographicus
4
, Winterfest
5
). Those games
were created as a playful alternative to learning facts
by heart or to provide a playful environment learning
through trial and error (e.g. physics games).
However, adventures are traditionally single
player games and the majority of simulation games
are single player games, too, especially in the Serious
Games sector. This means a limitation for the use of
those games.
2.2 Collaborative Learning
The concept of collaborative learning is being dis-
cussed among educators for decades. Collaborative
learning is used in schools today in various forms,
like joint problem solving in teams, debates, or other
team activities. According to (Dillenbourg, 1999),
one definition for collaborative learning is ”a situation
in which two or more people learn or attempt to learn
something together”. (Roschelle and Teasley, 1995)
define collaboration as ”a coordinated, synchronous
activity that is the result of a continued attempt to
construct and maintain a shared conception of a prob-
lem”. Compared to Dillenbourg’s definition of coop-
eration (Dillenbourg, 1999),
”In cooperation, partners split the work, solve
sub-tasks individually and then assemble the
partial results into the final output”,
this is much more than just cooperation. Dillen-
bourg defines collaboration as follows: ”In collabora-
2
http://www.reports-research.com/168/d/2010/08/16/id
ate-serious-games-a-10-billion-euro-market-in-2015/
3
www.techforce.de/
4
www.braingame.de
5
www.lernspiel-winterfest.de/
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tion, partners do the work ’together’ ”, (Dillenbourg,
1999).
The idea of collaborative learning is to make
learners interact in particular ways such that certain
learning mechanisms are triggered. Therefore, sev-
eral mechanism to enhance the probability of these
interactions to occur are currently being researched.
These are according to (Dillenbourg, 1999):
Setup of Initial Conditions: (Group size, gender,
same viewpoint vs. opposing viewpoint).
Role-based Scenario: Problems which cannot be
solved with one type of knowledge.
Interaction Rules: Free communication vs. pre-
defined communication patterns (see also (Baker
and Lund, 1997)).
Monitoring and Regulation of Interactions:
Need for specific tools for the teacher.
(Johnson and Johnson, 1994) identified five essen-
tial elements which foster cooperative work in face-
to-face groups. These are often cited as ”five com-
ponents that are essential for collaborative learn-
ing” (Zea et al., 2009):
Positive Interdependence: Knowing to be linked
with other players in a way so that one cannot suc-
ceed unless they do.
Individual Accountability: Individual assess-
ment of each student’s performance and giving
back the results to both the group and the indi-
vidual.
Face-to-Face Promotive Interaction: Promot-
ing each other’s success by e.g. helping, encour-
aging and praising.
Social Skills: Interpersonal and small group skills
are vital for the success of a cooperative effort.
Group Processing: Group members discussing
their progress and working relationships.
For the success of collaborative learning, both with or
without the use of a computer, it is essential that the
collaborative learning environment enables and fos-
ters those elements.
2.3 Computer Supported Collaborative
Learning
The idea of using computers to support learning arose
in the 1980s, with computers as tools mainly for writ-
ing, and organizing. In the 1990s, with the Internet
and network technologies arising, new ways of com-
munication and collaboration emerged. Intelligent tu-
toring systems were designed. However, the main
task for a computer was being a medium for commu-
nication, in form of email, chat, forums, etc. (Stahl
et al., 2006). In recent years, many forms of CSCL
have been designed and used in curricula at schools.
Collaborative writing (Onrubia and Engel, 2009) is
one such form, where learners collaboratively create a
document using computer technologies. Furthermore,
today many web technologies are used for CSCL, like
Forums or Wikis (Larusson and Alterman, 2009).
2.4 Game-based Collaborative Learning
With the upcoming of Virtual Worlds like Second
Life
6
or private virtual worlds like IBM Virtual Col-
laboration for Lotus Sametime
7
, research also fo-
cused on using those as collaborative learning envi-
ronments (Nelson and Ketelhut, 2008). As they are
very popular and often freely available, also Mas-
sively Multiplayer Online Games (MMOG) have been
used as environments for collaborative learning sce-
narios. (Delwiche, 2006) held online courses in
the MMOG Everquest
8
and Second Life teaching
about videogame design and criticism. (H
¨
am
¨
al
¨
ainen
et al., 2006) tried to find out whether the charac-
teristic features of 3-D games can be used to cre-
ate meaningful virtual collaborative learning environ-
ments. (Zea et al., 2009) presented design guide-
lines enabling incorporation of features of collabora-
tive learning in the videogame development process
based on the five essential elements for collaborative
learning stated by Johnson & Johnson. (Voulgari and
Komis, 2008) investigated the design of effective col-
laborative problem solving tasks within MMOGs, and
(Rauterberg, 2002) performed a test about collabora-
tion in MMOGs finding out that communication is es-
sential for effective collaboration. An approach for a
3D collaborative multiplayer Serious Game for learn-
ing with freely definable learning content is presented
in (Wendel et al., 2010).
2.5 Game Design
Computer game design is a well researched field, with
lots of literature available (Crawford, 1984), (Salen
and Zimmerman, 2004). Those books cover topics
like game goals, how to create immersion, graphics,
sound, network technologies. In the field of Seri-
ous Games there are additional challenges to game
design. Serious Games for learning not only have
to fulfill the same requirements as other games, but
6
http://secondlife.com
7
http://www-03.ibm.com/press/us/en/pressrelease/2783
1.wss
8
www.everquest.com
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they also have to equip the player with knowledge.
(Kiili, 2005) proposed a gaming model for educa-
tional games based on flow theory by (Csikszentmi-
halyi, 1991). (Said, 2004) proposed a model for chil-
dren, which presents five factors necessary to create
an engaging experience for children. These factors
are ’Simulation interaction’, ’Construct interaction’,
’Immediacy’, ’Feedback’, and ’Goals’. (Kelly et al.,
2007) describe how to create a Serious Game for
teaching focusing both on traditional gameplay ques-
tions and on the integration of learning tools. To solve
this problem, (Wendel et al., 2011) proposed a set
of guiding principles for Digital Educational Games
design focusing on the seamless integration of learn-
ing content in Serious Games. (Manninen and Korva,
2005) proposed an approach for puzzle design for col-
laborative gaming along with an implementation in
the collaborative game eScape. (Harteveld, 2011) de-
scribes various aspects to be considered when design-
ing Serious Games. The book covers gaming founda-
tions, how to define the real world problem, the ne-
cessity to define the purpose of the game, and gives
tips about interesting choices during Serious Games
design.
A different approach for collaborative game de-
sign is made in (Zagal et al., 2006). They analyzed
a collaborative board game and identified important
lessons learned and pitfalls when creating collabora-
tive games. They finally try to convert their findings
on the design of collaborative computer games:
Lesson 1: To highlight problems of competitive-
ness, a collaborative game should introduce a ten-
sion between perceived individual utility and team
utility.
Lesson 2: To further highlight problems of com-
petitiveness, individual players should be allowed
to make decisions and take actions without the
consent of the team.
Lesson 3: Players must be able to trace payoffs
back to their decisions.
Lesson 4: To encourage team members to make
selfless decisions, a collaborative game should be-
stow different abilities or responsibilities upon the
players.
Pitfall 1: To avoid the game degenerating into one
player making the decisions for the team, collabo-
rative games have to provide a sufficient rationale
for collaboration.
Pitfall 2: For a game to be engaging, players
need to care about the outcome and that outcome
should have a satisfying result.
Pitfall 3: For a collaborative game to be enjoyable
multiple times, the experience needs to be differ-
ent each time and the presented challenge needs
to evolve.
3 OUR APPROACH
As shown in the previous section, the concept of
collaborative learning is known for many years and
has also been combined with computer technology
(CSCL). Furthermore, many game-based learning ap-
plications or Digital Educational Games (DEGs) are
being used for various fields in education. However,
to the best of our knowledge, there are no multiplayer
Serious Games for collaborative learning so far.
In order for collaborative learning to take place
in a game-based learning environment, the Serious
Game must fulfill the requirements for collaborative
learning. As we showed in Section 2, there are sev-
eral requirements for collaborative learning to take
place (e. g. requirements of cooperative working,
see (Johnson and Johnson, 1994)). Furthermore, in
a Serious Game, requirements regarding game design
and learning content integration have to be met. In our
approach, we integrated the requirements for cooper-
ative working into the game design to create a Serious
Game for collaborative learning based on one of the
most popular Serious Gaming genres for learning: 3D
virtual worlds.
Resulting from the literature review shown in the
previous section, we developed the following concept
ideas. They are designed in a way such that they
match the necessary elements for cooperative work-
ing of (Johnson and Johnson, 1994): (Positive inter-
dependence, Individual Accountability, Face-to-Face
Promotive Interaction, Social Skills, and Group Pro-
cessing). Furthermore, they take into account the
lessons and pitfalls of (Zagal et al., 2006) as described
in Chapter 2 and the design guidelines stated in (Zea
et al., 2009).
Common Goal/Success: The goal of the game
should be designed in a way such that success
means success for all players.
Heterogeneous Resources: Each player should
have one unique tool or ability enabling him/her
to perform unique tasks in the game which other
players cannot perform, e.g. only the player with
the axe can fell palms in order to get wood for
building the hut, the raft or for fire.
Refillable Personal Resources: In order to cre-
ate a certain tension, there should be certain re-
fillable resources (e.g. a health or hunger value)
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which slowly deplete automatically or when play-
ers act dangerously. Furthermore, they should be
influenceable in a way such that players can help
each other (e.g. food could be gathered by one
player and then be given to another player to pre-
vent him/her from starving).
Collectable and Tradable Resources: There
should be resources in the game world necessary
for the players to win the game. These resources
should be tradable between players in order to cre-
ate space for decisions to negotiate or collaborate
(e.g. giving a resource to another player for the
common good of the team or trading resources be-
tween players).
Collaborative Tasks: If all tasks could be solved
by one player, there would be no need to collab-
orate. So there should be tasks which are solv-
able only if players act together. Those tasks may
include the heterogeneous resources described
above to create a need for certain players to partic-
ipate in team tasks. This may cause a need for dis-
cussion among players when the group depends
on one individual.
Communication: It has been shown that commu-
nication is vital for collaborative learning. So the
game should provide a way for players to com-
municate (e.g. chat system, voice communica-
tion). While voice communication might be easier
for most players, a text-based chat system might
be easier to evaluate. Also a third party tool for
communication like Skype, TeamSpeak or Mum-
ble could be used.
Ingame Help System: The game should provide
help to the players when they are stuck. The eas-
iest way is a popup when players fail a task or it
takes them too long to solve it. Furthermore, the
help system should be triggerable by the players.
A more sophisticated but also more immersive
way is to include help in the game itself, e.g. by
having ingame characters (NPCs) providing help
when needed.
Scoreboard: A scoreboard should show both in-
dividual efforts and team efforts at the end of the
game. This may help players judge the overall
success (e.g. by comparison with other teams
or previous attempts) and each player’s contri-
bution to the team performance. The individual
score may function as a motivator for selfish ac-
tions which helps to make collaboration not self-
evident.
Trading System: Players should be able to trade
items among each other. This creates space for
decisions for or against collaboration.
3.1 Reference to Related Work
As a next step we want to discuss our concept in rela-
tion to the lessons and pitfalls of Zagal et al.:
Regarding Lesson 1: By having an individual
score board for each player, we create a competi-
tive element. Individual scores can sometimes be
achieved by helping the group (e.g. when participat-
ing in solving a task together), or they can be selfish
(e.g. when gathering resources).
Regarding Lesson 2: By the nature of the game
(3D third person, open environment), each player may
move and act freely. No player is forced to perform
any action, although some actions are not possible
without other players’ consensus.
Regarding Lesson 3: The results of decisions are
always visible to the players as they are immediate.
A player may e.g. decide to help solving a task or
to gather resources. If he/she decides not to help, the
group might not be able to complete the task, which
will slow them down. The player, however, will have
a personal resource refilled.
Regarding Lesson 4: By providing players with
heterogeneous resources (tools), each player has a dif-
ferent ability and responsibility.
Regarding Pitfall 1: The nature of a 3D 3rd Per-
son game makes it very difficult for one person to
fell decisions for all players, however leader roles will
certainly be possible and relevant.
Regarding Pitfall 2: As all players either win or
lose together, each player should care about the out-
come assumed he/she has the proper motivation to
play at all. Such a motivation is provided by the nar-
rative background story, which creates a similar mo-
tivation to ’win’ the game as in any other game.
Regarding Pitfall 3: Although the core game it-
self will not change, when played repeatedly, the free
game world and the free sequence of available ac-
tions can create completely different progressions of
the game in different runs. Also, playing with dif-
ferent players will be a completely different expe-
rience for a player than a previous game. Further-
more, the difficulty of the game can be influenced by
a teacher/trainer both before and during runtime, so
that more experienced players will still find the game
challenging.
Finally, we discuss our concept in relation to
the cooperative working requirements by Johnson &
Johnson:
Positive Interdependence: As many tasks are
only solvable if players work as a team, we think
players will realize quickly that they cannot succeed
alone.
Individual Accountability: By introducing an
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Figure 1: Four players steering the raft together.
individual scoreboard, the game can assess each play-
ers personal performance. As the scoreboard is visible
to the whole group, the results are given back to both
the group and the individual.
Face-to-Face Promotive Interaction: Although
the game itself does not encourage promoting behav-
ior like encouraging or praising fellow players, the
game enables players to do so. Players can help, en-
courage, or praise other players via chat. Further-
more, they can help other players through their ac-
tions. A player who decides to help his/her fellow
players, will significantly improve his/her chances of
success.
Social Skills: We believe that interpersonal and
small group skills can be trained by use of this game if
observed and guided by a teacher. The game provides
lots of opportunities for practicing social skills both
in speech (chat) or behavior (gameplay).
Group Processing: Again, this is not a process
created through the game itself, but the game pro-
vides the players with the possibilities to discuss their
progress and relationships (chat) and to reflect on
them (scoreboard).
4 ESCAPE FROM WILSON
ISLAND
Escape from Wilson Island (EFWI) (see Figure 1) was
created using the Unity3d
9
game engine. For the first
prototype we used standard assets which are freely
available for Unity3d. The game is scripted in C#.
The game can be classified as a 3rd person role-
play game (RPG) with limited roleplaying aspects.
The focus of the game is the collaborative gameplay
itself, including social skills like teamwork, coordina-
tion, or communication.
As we wanted to create a collaborative game for
a small group of up to four players, we chose a se-
cluded game world in form of an island. This allows
us to create natural looking boundaries (the sea) for
the players’ ’playground’. Most of today’s Massively
Multiplayer Online Role-Playing Games (World Of
Warcraft, Guild Wars
10
, etc.) or Virtual Worlds (Sec-
ond Life) are played in a 3D 3rd person perspective.
9
www.unity3d.com
10
www.guildwars.com
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Figure 2: Players carrying a palm; another player felling a palm.
So many players are used to this perspective. For this
reason, we decided to use this perspective in Escape
From Wilson Island.
As a narrative background, we chose a well known
scenario (’Robinson Crusoe’) which creates a setting
that motivates the players to collaborate: The play-
ers stranded on a deserted island and have to escape
from there. Therefore, they have to reach a neigh-
bored island with a high mountain to ignite a signal
fire there. The starting island contains resources like
trees for wood, bushes with berries for food, or NPC
herons running around randomly. Furthermore, the is-
land is designed in a way such that it seems realistic,
e.g. sand strands with palms near the water, hills and
other trees inland. The island has both green mead-
ows and rocky spots which look rather dangerous. In
order to reach the other island they first have to build
a raft for which they need wood and other items. Be-
fore they can start to build the raft, they have to en-
sure that they can survive on the island. Hence, they
have to build a hut to sleep and gather berries or hunt
herons for food.
The narrative background is told to the players in
a short intro showing how the players strand on the
island. At their starting point, they are welcomed by
a Non-Player Character (NPC) which tells them their
goal (leave the island) and gives hints on how to reach
it (build a hut, gather wood for a fire, gather berries
and hunt herons to have food, finally build a raft and
reach the neighboring island).
To provide an ingame help system for the players,
the NPC can be found at every time on the island and
players can ask a set of predefined questions in form
of dialogues. The NPC is also integrated in the game
in form of a person who gives quests to the players
(as additional tasks to be solved) when the game de-
velops.
The game can be played in three camera views:
1st person, 3rd person (camera following the player)
and isometric (top down). We decided to add different
camera views as different players have different pref-
erences and in various situations it can be helpful to
change the camera view. The game controls are stan-
dard ’W-A-S-D’ for movement with mouse cursor for
the direction. Camera views can be switched by use
of hotkeys. Interaction with game items is done by
mouse click (mouse curser changes whenever an ac-
tion with an item is possible when the mouse is moved
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over the respective item).
In the following list, we show how we applied our
design guidelines:
Common Goal/Success: Players can only escape
together, not one player alone. An outro will be
played at the end of the game as a reward if the
games was finished successfully.
Heterogeneous Resources: Each player has one
unique tool (axe, map, whistle, hunter’s badge)
enabling him/her to perform unique tasks in the
game which other players cannot perform, e.g.
only the player with the axe can fell palms in or-
der to get wood for building the hut, the raft or for
fire.
Refillable Personal Resources: Need for food,
health, and fitness; The players’ avatars need to
eat from time to time in order not to starve. Fur-
thermore, they have a fitness value which regen-
erates when the avatars are sleeping. The fitness
value is influenced by running and working. A
lack of fitness slows players down. The health
value is negatively influenced when players are
starving or when they are drowning. It is regen-
erated when eating or sleeping.
Collectable and Tradable Resources: Wood,
Berries, Meat; There are two ways to get food:
A player can gather berries from a bush which re-
store a small amount of saturation, or the play-
ers can hunt a heron, which will give them some
pieces of meat that can be cooked. Each piece
of cooked meat restores a large amount of satura-
tion, making heron meat a lot more valuable than
berries. Wood can be gathered from palms if they
are chopped.
Collaborative Tasks: Some tasks are only solv-
able if players act together: Felled palms can only
be carried in team (dependent of the size, this re-
quires 2-3 players). Herons can only be hunted in
team, as they have to be surrounded, which needs
at least 2 players but is easier if more players take
part in it. The raft can only be steered when all
players are participating, as each player can only
sit in one corner, steering the raft towards his/her
corner when paddling. So the players have to co-
ordinate their actions when steering the raft.
Communication: Players are able to communi-
cate with each other via an integrated chat. We
integrated a simple chat window for the players
where a player can select the listeners. It is possi-
ble to chat with only one other player, with a set
of other players or with all other players. The chat
window is always visible in the lower left corner.
Of course, it is also possible to allow players in
the same room to talk with each other or to use
a third party tool for communication like Skype,
TeamSpeak or Mumble.
Ingame Help System: We integrated an NPC,
which is living on the island. The NPC’s task is to
guide the players through the game, giving them
hints when necessary and answering some game
related questions. The NPC communicates with
the players via a predefined structured chat sys-
tem or can be controlled by another player, e.g. a
teacher. It then is able to talk to the players via
a chat system or the teacher can design structured
dialogs ad-hoc at runtime.
Scoreboard: At the end of the game, each player
will have an individual score that is visible to the
whole group. The score depends on the number
of (potentially) helpful actions performed during
the game like gathering berries, carrying wood,
building the raft, helping to catch a heron, etc.
Trading System: Every player has a personal
inventory where he/she can place items gathered
throughout the game. Those items can be given to
other players by placing them in a community box
accessible by every player. Access to the chest is
trust based, there is no control mechanism to pre-
vent someone from taking something out of the
chest.
To make the ingame feeling more realistic and to
increase immersion we included some sound effects
(footsteps, sounds for opening boxes, etc.). Addition-
ally, the NPC dialogs are spoken by a real human
voice simultaneously to the text. In Figure 2, play-
ers are shown during a collaborative action (carrying
a palm) while another player is felling another palm.
5 RESULTS
5.1 Setup
For evaluation of EFWI, we made a user centered
study with 23 participants and the following setup:
After a five minute introduction into how to play
the game (goal, controls, etc.), games were played
in groups of four players per game (one group with
only three players). All players were located in one
room, observed by two members of our team. Each
gaming session took 30 minutes after which the par-
ticipants had to stop playing and answer a question-
naire. The questionnaire retrieved information about
User Experience (UX) and game design. Further-
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Table 1: User experience questions.
Min Max Mean Dev
No Boredom 3 10 8.70 1.74
No Frustration 1 10 5.87 2.07
No Anger 1 10 7.00 2.39
Challenged 2 10 7.35 2.12
Fantasy 1 10 5.91 2.83
No Overload 3 10 6.96 2.01
Fun 5 10 9.00 1.28
Competence 2 9 6.39 1.83
Esthetics 3 10 6.09 2.00
Immersion 4 10 7.87 1.91
Motivation through
development 4 10 8.13 1.74
Self-Rewarding 1 10 5.30 3.07
Part of game world 2 10 6.30 2.27
Identific. with char. 1 10 5.87 2.82
Development of
own concept 1 10 6.39 1.97
Attention claiming 3 10 7.87 1.69
Loss of time 5 10 8.91 1.20
Compelling and
engaging 2 10 7.26 2.09
Relief due to failure 1 9 4.43 2.57
Emotionally involved 1 10 7.09 2.18
Comfortable State 4 10 7.39 1.95
more, the participants were asked to freely add com-
ments about what they liked, disliked or missed. In
addition, we logged game relevant information about
player performance, success, and player behavior. We
set up goals for all teams requiring collaboration to be
reached: survive, build a hut, hunt a heron, and build
a raft. In order to build the hut, one player had to fell
palms, and three players had to carry the palm to the
destination (which is difficult as players have to coor-
dinate their movements in order not to drop the palm).
To capture the heron, at least three players had to sur-
round it while pushing it towards a cliff. One player
(the one with the hunters badge) can see possible es-
cape routes of the heron which players have to close
by moving cleverly before the heron runs away. This
requires a significant amount of coordination. Also,
before the players can surround the heron, the player
having the whistle has to attract it. The whole process
is only possible if the team works collaboratively.
5.2 Questionnaire
To test for User Experience, a questionnaire was used
after playing the game for 30 minutes. Not only posi-
tive and negative emotions were asked about, but dif-
ferent concepts like immersion and flow were used,
Table 2: Game design questions.
Min Max Mean Dev
Free choice of tasks 1 10 6.36 2.74
Many interesting tasks 3 10 7.26 1.71
Clear goal 3 10 7.91 2.29
Rich impressions 1 9 5.70 1.66
No Boredom 1 10 5.83 2.69
Freedom of action 1 10 6.22 2.45
Control of avatar 2 10 6.57 2.00
Sustainable changes 3 10 6.61 1.64
Feedback of success 5 10 7.83 1,53
Hints for task solution 1 10 6.91 2.09
Fate of character 1 10 5.26 2.42
Interesting places 1 8 4.65 2.27
Development of
Own identity 1 8 4.22 1.86
Own style of play 1 9 5.65 2.42
Emotionally
supporting music 1 5 1.78 1.28
Available options
always clear 2 9 6.13 1.79
Conditions clear 3 10 6.83 1.90
State of game visible 1 10 6.35 2.40
Part of solved tasks 1 10 6.83 1.77
Difficulty related
rewards 1 10 5.22 2.39
How close to goal 1 9 5.78 2.09
Acknowl. and status 1 8 4.22 2.11
Possibility of
further develop. 1 8 5.35 1.92
Knowledge acquired 1 9 6.35 1.92
Interesting characters 3 10 4.35 1.53
Good story 1 10 6.30 2.20
Interesting form
of narration 1 9 5.00 2.71
Tasks vary in difficulty 1 10 5.52 2.73
Training of skills 1 9 6.26 2.09
Interest. side narrations 1 9 5.04 2.40
too. Following (Nacke, 2009) (p. 146), we define im-
mersion as
”immersion in the game world derives from
the player becoming the game character, in the
sense of the player having the experience of
acting within the game world”
and as (Przybylski et al., 2009) suggest, perceived au-
tonomy and competence may be an important source
of positive emotions. Believing that there could be a
link between the game design and the UX, we split
the questionnaire in items testing elements of game
design (like ”ability to choose between different tasks
on his/her own”) and items testing elements of UX
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(like positive and negative emotions) to have a closer
look on the possible link between UX and game de-
sign. Seven dimensions of UX and ten dimensions of
game design were asked in the questionnaire. Every
dimension includes three items, which could be an-
swered on a ten point scale (10 = ”I agree”, 1 = ”I
don’t agree”). The mean of the 21 items (see Table 1)
of the seven UX scales can be interpreted as a value
of the UX. The 30 items (see Table 2) of the 10 game
design scales can show specific weaknesses of the vir-
tual world.
5.3 Critics and Suggestions
In addition to the questionnaire, we asked the par-
ticipants to give feedback in form of critics or sug-
gestions for improvement. The most frequently men-
tioned problems were:
Improvement of character control (12 / 23).
Need for a minimap (5 / 23).
More camera views (5 / 23).
Improvement of graphics (4 / 23).
More interaction with game world /
more tasks (4 / 23).
More ways to differentiate the own avatar from
others (4 / 23).
5.4 Game Relevant Logged Data
In order to measure what and how much the player
groups achieved during the 30 minutes of play, we
logged several actions: berries gathered, berries ate,
palms felled, palms carried, fires ignited, wood added
to fire, meat chopped, meat roasted, dialogues with
NPC, herons caught. These data was logged for each
player and for the group. Additionally, we logged the
player chat, so that we could see, which player chat-
ted with which other player(s), and how often. The
logged data was saved to log files after the gaming
sessions ended.
5.5 Discussion
As shown in Table 1, the participants perceived the
game as fun, engaging and motivating through its de-
velopment. They also were in an convenient condi-
tion, felt a loss of time and paid a lot of attention to
the game. These are indications for a high perception
of immersion. The most negative value was ’Relief
due to failure’, which we interpret like follows: Usu-
ally this emotion occurs when a player is in a state
of high tension (like in a shooter, or a horror game).
Many players feel better immediately after being shot
in a shooter because the tension is gone. In EFWI, we
have no ’life threatening’ circumstances, so there is
hardly any failure which could reduce a form of ten-
sion, which then could cause a form of relief to the
player. Also players did not really identify with their
avatars and found the game a little frustrating from
time to time which we can credit mainly to the diffi-
cult controls (see later in detail) and some bugs.
Table 2 shows mostly average or slightly positive
values. However, there is a number of very low val-
ues, which we want to discuss here. ’Own identity’
has an average value of 4.22, which means players do
rather not think that they can create an own identity
with their character. In fact, there is currently no op-
tion to personalize the avatar in an optical way (skins,
pieces of cloth, etc.) or by development of virtual
character skills as usual in role playing games. Also,
the bad value for ’Interesting characters’ may be ex-
plained by this fact. Music is rated very low which
is not surprising as there is currently no music in the
game. The players seem to evaluate this very neg-
atively which indicates a demand for a background
music. However, it is interesting that some players
did obviously not miss music as crossed a value of 5,
which is rather neutral. ’Acknowledgment and sta-
tus’ is rated with 4.22 on average, which means that
players did rather not feel they received the proper
acknowledgment for their effort in the game. This
may be due to the fact that the scoreboard is only dis-
played after the game. Also currently, there are no
achievements implemented which could display a cer-
tain progress to the player.
So, we can assume that all of our player groups
had fun at playing, many of them wanted to play on
for ’just a few more minutes’ after the 30 minutes of
play. The good values in the UX part with a mean
value of 6.95 and a standard deviation of 1.10 support
this hypothesis. The Cronbach’s alpha of the UX part
of the questionnaire is .82 which indicates that the UX
question set belongs to one construct. However, the
players criticized some gaming parts like controlling
the character or graphics. These are implementation
details which we will have to address. The need for
a minimap for a better orientation is a real deficiency
which we will have to solve. Also more interactions
with the game world should be necessary in order to
keep the game interesting for a longer time. Addi-
tionally, we will have to include more sounds and a
meaningful background music.
Although we did not measure success by num-
bers or recorded the discussions between the play-
ers, we can state some interesting observations: All
teams were able to achieve at least some if not all of
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the goals given by us in 30 minutes for which they
had to collaborate. This indicates that it is possible
to design collaborative tasks in a computer game for
training of collaboration. We could observe the play-
ers to talk to each other about problems to be solved
in the game, thus discussing their working relation-
ships, helping and promoting each other’s success.
Although we did not measure any improvement of so-
cial skills like teamwork, coordination, or communi-
cation, we can say that all of those skills have been
used by the players throughout the game. This indi-
cates that it is possible to specifically improve those
skills using a proper game design.
During the gaming sessions, we noticed two dif-
ferent types of groups. Some groups had a clearly
visible team leader while others did not have. Teams
with a team leader seemed to perform better than
teams without. Those teams seemed not to collabo-
rate at all. We noticed that those teams mostly ful-
filled solo tasks like gathering berries or felling trees,
but it took them very long to carry a palm to the place
where the hut was to be build or to hunt a heron. Some
teams did not achieve to hunt a heron at all. We in-
tend to further investigate this in a follow-up evalu-
ation centered on team behavior and team leader be-
havior.
Regarding our design guidelines, we observed that
the common goal was clear to the players. The het-
erogeneous resources made players coordinate their
actions and the refillable personal resources (e.g.
hunger value) made players help each others. We ob-
served players gather food (berries) for other players,
so that those could concentrate on other tasks. There-
fore players used the collectable and tradeable re-
sources (like berries or wood for fire). Furthermore,
we could observe players to solve the collaborative
tasks, which could only be solved in a group (i.e.
carrying a palm). All teams significantly improved
at performing this task throughout the game which
indicates that they improved their coordination (for
this task) during play. As all players were seated in
one room, they were able to communicate verbally
with each other. The ingame help system in form
of an NPC was used very intensely by some groups,
whereas other groups failed to use it. This indicates
that another help option like an always present help
button may be useful, too. Due to the time restrictions
of the evaluation, the game could not be played to the
end, so that no scoreboard could be shown to players.
The trading system was used by players, but without
an individual goal, there was no motivation not to col-
laborate, so no real trading could be observed.
Our results indicate that it is possible to design
and create multiplayer Serious Games which meet
the requirements of collaborative learning principles
by using principles of collaborative gameplay and to
practice collaborative learning in a game-based learn-
ing environment combining the advantages of game-
based learning with those of collaborative learning.
We think that it is easily possible to extend the
game(play) of EFWI in a way such that players learn
something in the game beyond teamplay and social
skills.
6 CONCLUSIONS
In this paper we proposed an approach for collab-
orative gameplay in 3D multiplayer Serious Games
as a foundation for game-based collaborative learn-
ing. Resulting from an extensive literature review, in
our approach we tried to combine game design guide-
lines for collaborative games with the requirements
of cooperative learning. Our resulting approach was a
game design for a 3D multiplayer game for 3-4 play-
ers with a collaborative gameplay as a foundation for
collaborative learning. We implemented a prototype
using our game design approach with a 3D game en-
gine and performed a user centered study for evalua-
tion of user experience and game design issues. Re-
sults of the evaluation are promising. Players had a
lot of fun playing the game despite some miner draw-
backs like poor graphics or difficult controls. We
could observe the players to be able to solve tasks for
which they had to collaborate. We also could observe
players making use of social skills like communica-
tion skills, teamwork, etc. while playing. Further-
more, we recognized an influence caused by the pres-
ence or absence of a team leader. This indicates that
collaborative multiplayer games supporting collabo-
rative learning can be promising alternative to tradi-
tional CSCL.
Next steps will include the implementation of the
demanded missing features. Furthermore, we will
extend gameplay with more tasks. Also, it will be
necessary to include subject specific tasks to be able
to evaluate the learning outcomes of the game (e.g.
in form of a pre-post-test). One major feature will
be the inclusion of a Game Master component for a
teacher/trainer to be able to oversee, control and adapt
the game according to his/her professional opinion at
runtime. The Game Master can either play a leading
role or be a passive and invisible control instance. In a
follow-up study we want to evaluate which effects on
collaboration the presence of such a Game Master can
have and if it can improve the learning performance of
players in a collaborative multiplayer Serious Game.
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