1,461 research outputs found

    A study of team cohesion and player satisfaction in two face-to-face games

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    In this paper we investigate the link between game rules, team cohesion and players’ satisfaction with their teams within face-to-face team-based games. To measure team cohesion, rules from two games were analysed from the perspective of Social Identity Theory in order to form a hypothesis as to which game would be more likely to lead to more cohesive teams, where team cohesion is measured by the extent to which each player identifies with their team. Player satisfaction was measured by looking at three factors: communication within the team, player outcome versus team outcome, and fairness. Significant differences were found in the team cohesion measure suggesting that, as predicted by Social Identity Theory, team cohesion can be fostered by game rules. Team cohesion also correlated positively with player satisfaction. Taken together, this suggests that for games in which team cohesion is an important part, game designers can incorporate game rules in such as a way as to increase the likelihood of both team cohesion and player satisfaction

    The relationship between game rules and team cohesion: an empirical study

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    Multiplayer games (both face-to-face and online) frequently feature teams. This study investigates whether it is possible to use the rules of a game to alter the team cohesion. Game rules from two face-to-face games were analyzed using Social Identity Theory to predict which will lead to more cohesive teams. Significant differences in team cohesion ratings given by the players after the games suggest that the game rules may indeed affect the team cohesion as predicted

    It's a team game: exploring factors that influence team experience

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    Many multiplayer games feature teams, and whether they are pitted against each other or against the game itself it seems likely that the way these teams bond will affect the players' experience. What are the factors that influence the experience of being a team member in a game? To what extent can the game designer manipulate the cohesion of the teams by changing the game design? How does the satisfaction of the player with their team relate to their feeling of cohesion? How does cohesion differ between tabletop and online games? These issues become particularly important where the group dynamic is central to the desired outcome of the game e.g. educational games aiming to place the players in specific social situations. Four studies were conducted on four similar simulation games (two tabletop, two online) used for teaching in International Development Studies. These games explore farming in sub-Saharan Africa and require 12-30 players to play in small groups. The group dynamics are important for the learning outcomes. Similar groups of participants (all students of International Development Studies) played one game each. Each group played for 3 hours before completing a questionnaire about their experience and wrapping up with a full-group reflective discussion. Results from the two tabletop games suggested that, as expected, altering the rules of the game manipulated levels of team cohesion. However, the lack of significant result from the two online games suggests that careful design is required to achieve the same outcomes in the online environment. This suggests that seemingly small changes between tabletop and online implementations may impact the game play experience in unanticipated ways. The team cohesion reported by the players was found to correlate strongly with the team member satisfaction levels of the players. The gender composition of the teams was shown to have a large impact on both team cohesion and team member satisfaction: having one or more females in the group significantly increased both measures

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    Thesis (M.A.)--Boston University, 1939. This item was digitized by the Internet Archive

    Simulation of activation and propagation delay during tripolar neural stimulation

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    Computer simulations were perfonned to investigate the influence of stimulus amplitude on cathodal activation delay, propagation delay and blocking during stimulation with a bipolar cuff electrode. Activation and propagation delays were combined in a total delay term which was minimized between the excitation and blocking thresholds

    Colorado Native Plant Society Newsletter, Vol. 9 No. 4, July-September 1985

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    The Colorado Native Plant Society Newsletter will be published on a bimonthly basis. The contents will consist primarily of a calendar of events, notes of interest, editorials, listings of new members and conservation news. Until there is a Society journal, the Newsletter will include short articles also. The deadline for the Newsletter is one month prior to its release.https://epublications.regis.edu/aquilegia/1026/thumbnail.jp

    Introduction to Tapestries Volume 7: Breaking the Shackles of Silence: Knowledge Production as Activism and Resistance

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    Introduction to volume 7 of Macalester College\u27s journal Tapestries: Interwoven voices of local and global identities
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