games, peacocks, and the theory of conflict jonas heide smith ([email protected]) center for computer...
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GAMES, PEACOCKS, AND GAMES, PEACOCKS, AND THE THEORY OF THE THEORY OF
CONFLICTCONFLICT
Jonas Heide Smith ([email protected])Jonas Heide Smith ([email protected])
Center for Computer Games ResearchCenter for Computer Games Research
IT University of CopenhagenIT University of Copenhagen
KUAKUA
12-11-200412-11-2004
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 2
THE PLAN
Introduction
What is trust?
Two perspectives
Supporting trust through game design
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 3
TRUST• All multi-player games
depend on trust• Game type determines
the game’s relation to trust
• Some forms of distrust are harmful to the gamespace
Age of Kings at zone.com
Star Wars Galaxies
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 4
THE PLAN
Introduction
What is trust?
Two perspectives
Supporting trust through game design
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 5
WHAT IS TRUST?Sociology: Entering into an interaction in
the face of uncertainty.
Economy: Acting as if you expect future cooperation.
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 6
THE PLAN
Introduction
What is trust?
Two perspectives
Supporting trust through game design
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 7
TWO PERSPECTIVES
The rule system
The gaming context
Online/offlineServer setup
Possibilities for cheating
Length og single games
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 8
TWO PERSPECTIVESThe rule system: concerns winning
conditions and attribution of game points (the ideal game)
Invokes an “ideal player” who is completely in line with the winning conditions specified by the game, wants to win but also acknowledges the importance of sportsmanship
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 9
THE RULE SYSTEMSum type
Zero-sumHave no trust issues
Non-zero-sumHave trust issues
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 10
TWO PERSPECTIVESThe gaming context: the features of a
game which are general to all or most instances of the game but not related to the core rules.
•Players physically together?•Matching reliant on communication?•How much at stake?•Etc…
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 11
THE PLAN
Introduction
What is trust?
Two perspectives
Supporting trust through game design
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 12
SUPPORTING TRUST…The Chicken Game
Player 2
Turn Straight
Player 1
TurnPlayer 1 = 2Player 2 = 2
Player 1 = 1Player 2 = 3
StraightPlayer 1 = 3Player 2 = 1
Player 1 = 0Player 2 = 0
Numbers indicate points earned
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 13
SUPPORTING TRUST…Signal typesConventional signals: Statements that something is the case.Assessment signals:
Unfake-able signals (usually costly to send). E.g. Conspicuous consumption, social contracts, Google page ranking.
Amotz Zahavi: The Handicap Principle
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 14
SUPPORTING TRUST…High signal control correlates with low trustworthiness
One solution: Reputation systems
Another: Multimodal communication
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 15
SUPPORTING TRUST…The difficulty: Trust is not necessarily good. The essence of drama etc…A need to distinguish between necessary and drama-destructive trust
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT 16
FINALLY…Thanks for listening…
Coming up: Week-end