Cited by 169Digital Games and MediaEducational Games and GamificationUsability and User Interface Design

Understanding and evaluating cooperative games

Seif El-Nasr, Magy, Aghabeigi, Bardia, Milam, David, Erfani, Mona, Lameman, Beth, Maygoli, Hamid, Mah, Sang·2010·Proceedings of the SIGCHI Conference on Human Factors in Computing Systems

Abstract

Cooperative design has been an integral part of many games. With the success of games like Left4Dead, many game designers and producers are currently exploring the addition of cooperative patterns within their games. Unfortunately, very little research investigated cooperative patterns or methods to evaluate them. In this paper, we present a set of cooperative patterns identified based on analysis of fourteen cooperative games. Additionally, we propose Cooperative Performance Metrics (CPM). To evaluate the use of these CPMs, we ran a study with a total of 60 participants, grouped in 2-3 participants per session. Participants were asked to play four cooperative games (Rock Band 2, Lego Star Wars, Kameo, and Little Big Planet). Videos of the play sessions were annotated using the CPMs, which were then mapped to cooperative patterns that caused them. Results, validated through inter-rater agreement, identify several effective cooperative patterns and lessons for future cooperative game designs.

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Crossref · 10.1145/1753326.1753363

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  • Successful cooperative games must negotiate between 'enforced' and 'encouraged' cooperation.

    “Seif El-Nasr et al. further note that successful cooperative games must negotiate between 'enforced' and 'encouraged' cooperation, a tension Split Fiction exploits through its mandatory two-player structure (Seif El-Nasr et al. 2010).”

    From Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI (2025) · cites this paper as Seif El-Nasr et al. 2010

  • Split Fiction exploits the tension between enforced and encouraged cooperation through its mandatory two-player structure.

    “Seif El-Nasr et al. further note that successful cooperative games must negotiate between 'enforced' and 'encouraged' cooperation, a tension Split Fiction exploits through its mandatory two-player structure (Seif El-Nasr et al. 2010).”

    From Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI (2025) · cites this paper as Seif El-Nasr et al. 2010

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Authors
Seif El-Nasr, M., Aghabeigi, B., Milam, D., Erfani, M., Lameman, B., Maygoli, H., & Mah, S.
Affiliations
  • Simon Fraser University, Vancouver, BC, Canada
  • Simon Fraser University (CA)
  • New Media Research and Education, Vancouver, BC, Canada
  • Bardel Entertianment, Vancouver, BC, Canada
Venue
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Publisher
ACM
Published
2010-04-10
Pages
253-262
OpenAlex
W2154447040
Cited by
169
References
0
Citations by year
2026: 6 · 2025: 11 · 2024: 8 · 2023: 14 · 2022: 11 · 2021: 8 · 2020: 8 · 2019: 8 · 2018: 15 · 2017: 14 · 2016: 10 · 2015: 12 · 2014: 15 · 2013: 8 · 2012: 11
FWCI
26.87
Type
conference paper
Language
en
Open access
closed
Locations
CHI Conference on Human Factors in Computing Systems (publishedVersion)
Funders
Mitacs
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Human-Computer Interaction › Usability and User Interface Design
Keywords
cooperative games, game design, player interaction, game evaluation, interobserver agreement

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