## Playing with Friends or Strangers?
The Effects of Familiarity between Players
in an Asymmetric Multiplayer Virtual Reality Game<br><br>
<font size=5, color=gray>
**Authors**: Sukran Karaosmanoglu, Tom Schmolzi, Frank Steinicke<font size=5, color=gray>
**Keywords**: asymmetric games, virtual reality, familiarity, player experience,<br> social experience, game performance<br>
06 October 2023
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## Abstract
- asymmetric virtual reality games:
improving social experience and player experience
- design and implement an asymmetric VR game
- The impact of familiarity on social and player experience as well as game performance.
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## Introduction
- Asymmetric games
- address difference (e.g., hardware)
- improve multiplayer player experience (PX)
- richer social experience (SX)
- Asymmetric VR games
- similar levels of PX between VR and non-VR users
- both players wear HMDs→?
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## Introduction
asymmetric games→PX and SX
social bonds→PX and SX:?
- Design an asymmetric VR Game
- two conditions: friends and strangers
- without using interface asymmetry
- depend on each other in a mirrored form
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## Related Work
mixed results on how familiarity impacts PX, SX,
and game performance in multiplayer games
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### The effects of familiarity on PX, SX, and game performance
1. Playing against a co-located friend
- a greater spatial presence and fun
2. *Halo: Reach*
- friends-teams outperformed strangers-teams
3. Hudson et al.'s findings
- familiarity→game performance: not strong
- familiarity→cooperative social presence:
positively correlated
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### The effects of familiarity on PX, SX,and game performance
- The contrast studies by Vella et al.
- playing with a friend or stranger didn't significantly affect PX and SX
- cooperative, but didn't allow for verbal communication
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### The effects of familiarity on PX, SX,and game performance
- A study by Harris and Hancock
- asymmetric games: **more social connectedness** and **social presence** between players than symmetric games
- only recruited players with pre-existing relationships
→leaving a research gap
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### The effects of familiarity on PX, SX,and game performance
- reserches mainly focused on interface asymmetry
- VR technology popularized
→worth exploring both users in VR <br>
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### ASYMMETRIC VIRTUAL REALITY GAME
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### equipment
1. Game
- Unity, Steam VR, Phonton Unity Networking2, Phonton Voice 2
2. Player
- HMD (i.e.,HTC Vive Pro) and two controllers
3. Computers
- i7-4790K, NVIDIA Quadro RTX 8000
- i7-11700K, NVIDIA GeForce RTX 3090
----
### Game Design Rationale
- Inspired by *Overcooked 2!*
- Self-implemented
- to measure game performance easily
- different roles may affect PX
- Low level of asymmetry
- asymmetry of information
- mirrored form
- External validity
- Two different physical rooms
- Genderless cartoon VR avatars
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### Gameplay
- tutorial→game scene→10-minute playing phase
- Goal:prepare as many recipes as possible
- Three blocks
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### Gameplay
- <font size=5>start block
- put the ingredients synchronously
- max(1000 - 200 * [Δseconds], 50).
- maze block
- telling the other players’ tile information
- ingredients block
- grab the ingredients they need
- back to start block
- 
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### PRELIMINARY USER STUDY
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Procedure and Methods
: convenience sampling

Study Design
: single-factor (friends and strangers)
: pre-game and post-game measures
<font size=5, color=gray>(social closeness, game performance, and gaming experience)</font>
Participants
: strangers: 4 pairs, friends: 3 pairs
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### Pre-Game Measures
Questionnaire
: Demographic questionnaire
: Inclusion of Self (IoS)<br>
- modified version

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### In-Game Measures and Post-Game Measures
- <font size=6>Game events
- Questionnaire
- IoS
- Social Presence in Gaming Questionnaire (SPGQ)
- empathy
- behavioural engagement
- Intrinsic Motivation Inventory (IMI)
- interest/enjoyment
- Player Experience of Need Satisfaction (PENS)
- autonomy, competence, relatedness, and presence/immersion
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### Analysis Methods
Quantitative data
- parametric tests and non-parametric tests
- between factor cases:
- parameter: unpaired t-tests (t)
- non-parametric: Wilcoxon rank-sum tests (W)
- within factor cases:
- parameter: paired t-tests (t)
- non-parametric: Wilcoxon signed-rank tests (V)
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### Analysis Methods(informal)
Qualitative data
- audio recordings and the answers to the open-ended question
- translate via DeepL Pro
- coded their interactions between dyads
(e.g., laughing and clarifying the game)
- using Dovetail

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### Results
Quantitative Findings

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### Results
Qualitative Findings
- Overall, regardless of their groups, all dyads enjoyed their experience
- a few players took the role of a leader in their team
<font size=6>*“It felt awesome connecting with a stranger and building some kind of relationship form within bare minutes!”*
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### Discussion
- <font size=6>Regardless of group type, there was an increase in IoS scores.
- All players enjoy these games and have positive PX.
- do not support Cheng et al.'s suggestion, due to the physical proximity between players
- Game performance:no significantly differences
- Physical interaction:?
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### Conclusion
- Results (N=14) suggest that familiarity has no significant effect on PX, SX, or game performance.
- However, asymmetric game improved social closeness between players on the
strangers teams.
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