The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith Center for Compyter Games Research IT University.

Slides:



Advertisements
Similar presentations
Game Theory. I What is Game theory? The Theory of Games and Economic Behaviour by John von Neumann and Oskar Morgenstern (1944). Especially one institution:
Advertisements

Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
The Basics of Game Theory
Understanding Conflict Management Styles
A PRACTICAL GUIDE TO WINNING AND LOSING HOW PLAYERS DEAL WITH SHAME, GLORY, AND EACH OTHER GAME LECTURE JONAS HEIDE SMITH
What is game theory Game theory attempts to mathematically capture behaviour in strategic situations, in which an individual's success in making choices.
Module 4 Game Theory To accompany Quantitative Analysis for Management, Tenth Edition, by Render, Stair, and Hanna Power Point slides created by Jeff Heyl.
15 THEORY OF GAMES CHAPTER.
An Introduction to... Evolutionary Game Theory
© 2015 McGraw-Hill Education. All rights reserved. Chapter 15 Game Theory.
Game Theory Eduardo Costa. Contents What is game theory? Representation of games Types of games Applications of game theory Interesting Examples.
 The Player  Objectives  Procedures  Rules  Resources  Conflict  Boundaries  Outcome.
PLANS AND PURPOSES HOW VIDEOGAME GOALS SHAPE PLAYER BEHAVIOUR PhD DEFENCE 7 DECEMBER 2006 JONAS HEIDE SMITH
Game Theory The study of rational behavior among interdependent agents Agents have a common interest to make the pie as large as possible, but Agents have.
5/16/20151 Game Theory Game theory was developed by John Von Neumann and Oscar Morgenstern in Economists! One of the fundamental principles of.
GAME THEORY By Ben Cutting & Rohit Venkat. Game Theory: General Definition  Mathematical decision making tool  Used to analyze a competitive situation.
TEACHING WITH EMOTIONAL INTELLIGENCE AWARENESS. CAREER DERAILMENT 75% of careers are derailed for reasons related to emotional competencies, inability.
Patterns in Game Design Chapter 9: Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns CT60A7000 Critical Thinking and.
THE BENEVOLENT PUPPETEER shaping player behaviour through design KUA September 25, 2003 Jonas Heide Smith Center for Computer Games Research Copenhagen.
Coye Cheshire & Andrew Fiore June 28, 2015 // Computer-Mediated Communication Game Theory, Games, and CMC.
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT Jonas Heide Smith Center for Computer Games Research IT University of Copenhagen KUA
PHED 1007 February 2, “Athletics taught me so much about life that it’s hard to know where to begin”- Elaine Tanner, Canadian Swimmer (1979) “I.
CT 310: Organizational Communication Conflict 2. Kilmann and Thomas Conflict Management Model concern for self non-assertion assertion concern for other.
Coalition Formation between Self-Interested Heterogeneous Actors Arlette van Wissen Bart Kamphorst Virginia DignumKobi Gal.
Game Outcome The goal of a game is to produce a measurable outcome.
Level Design: Single Player vs. Multiplayer and Rewards System BY: AARON MCKAY.
The Guide To Economic Thinking. People Choose. Most situations involve making choices. People evaluate the costs and benefits of different alternatives.
UUCF Summer RE 2011 Brain Glitches Session 8: Ultimatum Game and The Volunteer’s Dilemma.
THE RATIONALITY ENGINE Homo Economicus vs. Homo Ludens Jonas Heide Smith ITU, 13/
Authored by Andrea White, PhD for the C3 Initiative.
Presented By: Kevin Carlson, Chelsea Brock, Tyler Wirfs, Kathryn Nicholson, Joshua Bennett.
McGraw-Hill/Irwin Copyright  2008 by The McGraw-Hill Companies, Inc. All rights reserved. GAME THEORY, STRATEGIC DECISION MAKING, AND BEHAVIORAL ECONOMICS.
The Elements. The Cards 地 : Earth 水 : Water 火 : Fire 風 : Air 空 : Void/Spirit.
Natural Computation and Behavioral Robotics Competition, Games and Evolution Harris Georgiou – 3.
Game Outcome The goal of a game is to produce a measurable outcome.
Group and Team What Is Group What Is Group Group: “Two or more interacting and interdependent individuals who come together to achieve particular goal.”
Announcements For Tuesday, Oct. 21 st : Problem Set 6 For Tuesday, Oct. 21 st : Problem Set 6 For Thursday, Oct. 23 rd : Dating Survey (link to be sent.
Introduction to Cognition and Gaming 9/29/02: Competing for a Common Goal.
Roger Johnson & David Johnson
Formal Elements - Players. Players Games designed for players. Without players, games have no reason to exist. When designing a game that you need to.
Designing an Identity. Why is designing an identity important? 1 Designing an identity is one of the fundamental tasks for a sports organization. If done.
I THINK THAT YOU THINK THAT I THINK - GAME THEORY AND VIDEO GAMES Jonas Heide Smith Game Analysis ITU, “If I had my way, a solid.
1 1 Slide © 2006 Thomson South-Western. All Rights Reserved. Slides prepared by JOHN LOUCKS St. Edward’s University.
1 What is Game Theory About? r Analysis of situations where conflict of interests is present r Goal is to prescribe how conflicts can be resolved 2 2 r.
How to Analyse Social Network? : Part 2 Game Theory Thank you for all referred contexts and figures.
CONFLICT MANAGEMENT CONFLICT MANAGEMENT Thomas, K. W., & Kilmann, R. H. (2011). Five conflict management styles at a glance. Retrieved from
East Texas Behavioral Health Engaging Staff for Tomorrow.
UNIT –IV Presented By Senthil kumar.N ORGANIZATIONAL BEHAVIOUR.
Game Development Essentials An Introduction (2 nd Edition)
Roger Johnson & David Johnson Cooperative Learning.
Game Development Essentials An Introduction
GAME DESIGN Elements of Engagement. Objectives Know the relationship between immersion and engagement Detail the elements needed to create audience –
Synthesizing Disparate Experiences in Episodic Planning Anthony Ford James Lawton, PhD US Air Force Research Lab, Information Directorate.
© 2012 The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill/Irwin Copyright © 2012 by The McGraw-Hill Companies, Inc. All rights reserved.
BETTER BUILDINGS CASE COMPETITION ELECTRI-CITY TEAM DELTA ETA.
Chapter 1 What is Psychology Pages Activity Sometimes we have misconceptions about psychology, as a science, and its place in the social sciences.
Communication, Coaching, and
Game Outcome The goal of a game is to produce a measurable outcome.
What makes Healthcare Leadership Different? Or Is It? CASBHC Brenda Morrison Engaged Public 5 May 2016.
Management support systems II
C h a p t e r 2 EFFICIENCY, MARKETS, AND GOVERNMENTS
Adaptive Challenges An Overview with Intriguing Questions and Applicability By: Farah Shakil Source: Northouse, P. G. (2016). Chapter 11: Adaptive Leadership.
By Moses Weefur Minnesota State University Moorhead
Prisoner’s Dilemma (aka Reds & Blues)
Copyright © Allyn & Bacon 2007
Volume 24, Issue 18, Pages R867-R871 (September 2014)
Title of Project author.
Chapter 8 – Groups Part 3: Oct. 25, 2010.
Factor Game Sample Game.
Phase transitions to cooperation in the prisoner‘s dilemma
Presentation transcript:

The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith Center for Compyter Games Research IT University of Copenhagen

LARGER PROJECT Apply theories of conflict to video games - Economic game theory Testing these theories against reality - Examining the relationship between game structure and player behaviour

TODAY Here: Studying game design history through the lense of game theory (collective action) The problem (the challenge) is usually the other player(s)

HISTORY OF CONFLICT Spacewar (1962): Zero- sum game in which one player wins (fully) and the other player loses (fully).  Players will not cooperate in any way. Trust is not an issue.

HISTORY OF CONFLICT Fire Truck (1978): Non- conflictual (organic relationship)  Players will cooperate fully and communicate to coordinate/syncronize.

HISTORY OF CONFLICT Joust (1982): Non-zero sum - Players can kill each other (for points) - Cooperation prudent unless one fears aggression - Risk of misemplementation  Cooperation (but unstable) Player 2 CooperateDefect Player 1 CooperateGreatBad DefectGoodMediocre

HISTORY OF CONFLICT Gauntlet (1985): Non-zero sum. - Players cannot kill each other - Players compete for resources  Cooperation (but unstable) Wizard CooperateDefect Valkyrie CooperateValkyrie=2 Wizard=2 Valkyrie=0 Wizard=3 DefectValkyrie=3 Wizard=0 Valkyrie=1 Wizard=1

TYPOLOGY OF CONFLICT TypePlayer interestsChallengeSum typeExamples CooperativeExactly alignedGame environment or other team AnyFire Truck (1978), co- op mode in Halo (2001) Semi- cooperative Collective goal shared but individual goals differ somewhat. Game environment or other team and to a lesser extent the allied player(s. Non-zero- sum game with allies, any type against game environment or other team Joust (1982), Gauntlet (1985) CompetitiveDirectly opposed. Competitive two-player games will never inspire in-game cooperative behavior while games with more players may inspire temporary coalitions between players. The other player(s) Zero-sumPong (1972), Tekken 4 (2002)

CONCLUSIONS Players are engaged in continuous experiments with ”collective action” Game design is political philosophy Gameplaying is experimental economics

CONCLUSIONS Game design history amounts to a continuous experiment with relationships We can choose an entirely formalist approach, as long as - We know what we’re doing - We test the predictions

CONCLUSIONS Thank you