<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop on Collaborative Technologies for Working and Learning, Sept.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>The Good, the Bad and the Neutral: An Analysis of Team-Gaming Activity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Irene-Angelica Chounta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christos Sintoris</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Melpomeni Masoura</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nikoleta Yiannoutsou</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nikolaos Avouris</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>HCI Group, University of Patras</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <volume>21</volume>
      <issue>2013</issue>
      <abstract>
        <p>This paper describes a preliminary study where a multiplayer location-based game's logfiles were used for the assessment of the overall practice of teams. We explore the use of activity metrics previously introduced and applied to CSCL settings. We argue that these metrics, if adapted in a meaningful way, will provide insight of the progress of a location-based gaming activity and its quality regarding the score. Moreover, we assert that this can be achieved in an automated way. A small set of activity metrics, related to game characteristics and player activity, is applied to a set of gaming activities. The results are analyzed regarding team performance and score. The paper proposes a way to analyze group activity in the context of location-based games while taking into account the characteristics of successful collaborative activities. Future work is proposed towards the development of automated metrics for the analysis of location-based gaming activities with emphasis on collaboration and group dynamics.</p>
      </abstract>
      <kwd-group>
        <kwd>location-based games</kwd>
        <kwd>activity analysis</kwd>
        <kwd>collaboration</kwd>
        <kwd>evaluation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        During the past few years, the widespread use of mobile devices affected not only the
way we communicate, but also the way we learn and interact with others. A common
scenario involves players of location-based mobile multiplayer games in places such
as museums, archaeological sites or historical city centers. The notion of
locationbased playful learning activities has been introduced and various games are designed
to support it [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. However the analysis and evaluation of gaming practices is mainly
carried through qualitative methods, using audio/video recordings, interviews and
observation notes [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. In this paper the gaming activity of teams in a location-based
playful setting is analyzed using simple metrics previously introduced for the
assessment of collaborative, learning activities. Metrics of activity or interaction have been
widely used in CSCL methodological frameworks for the assessment of collaboration.
Simple metrics such as the volume and rate of activity [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], the temporal locality [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] or
the distribution of activity in time [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] have been proposed and used in CSCL studies.
      </p>
      <p>Copyright © 2013 for the individual papers by the papers' authors.
In this paper, we explore whether the application of activity metrics to location-based
gaming practices can offer an insight regarding the fulfillment of the game’s objective
in relation to the effectiveness of team collaboration. We argue that due to the
characteristics of mobile, collaborative learning, the activity metrics proposed will capture
the performance and reflect the quality of their practice. Learners in a mobile
scenario, especially like the one analyzed here, are expected to be on the move and to
continuously interact with the location. The players have limited time to plan future
actions or reflect on the activity. They are not expected to spend much time standing in
order to discuss and argue, as opposed to the collaborative practice in a non-mobile
setting. Instead in a mobile setting the key to a successful practice is for learners to be
able to coordinate their actions effectively across time and space. We claim that this
can be mapped in the logfiles of the activity.</p>
      <p>The study presented here does not directly relate to workplace learning or
workplace collaborative practices. However due to the special nature of mobile
learning requiring users to be on the move and associating action and/or learning with
motion in space, we believe that the proposed setting could be successfully adapted
into a workplace mobile learning context as well.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Case Study: The MuseumScrabble Game, the Aftermath</title>
      <p>
        In the case study we present here, we analyze the recorded activity of the
MuseumScrabble game, a location-based multiplayer game which was designed to facilitate
children visiting a museum, and which was previously evaluated in the field [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. It is a
real-time multiplayer game where the players form competing teams and use
handheld devices to scan the RFID tags of museum exhibits and to “link” topics –as
imposed by the game- to relevant exhibits. Successful linking is rewarded with points
and the team with the highest score is the winner of the activity. Seventeen pupils
participated in the field evaluation, which lasted approx. 25 minutes, forming seven
teams of 3-4 players. All teams were formed randomly before the beginning of the
activity. Each team shared one handheld device. The teams either assigned the
operation of the handheld device to one team member for the whole duration of the game,
or the team members took turns. Observation on the field showed that decisions
regarding the use of the PDA were taken mainly at the group level and not at the level
of the operator. In that sense, the logfiles portray the activity of the team. The purpose
of the analysis presented is to explore whether the use of descriptive statistics and
activity metrics can provide insights on the efficiency of team strategies towards the
game objective. To that end, we classified the teams into three categories regarding
their scores, as computed after the end of the activity:
─ the Good Teams (gt): Good teams (2 teams, referred here as gt00 and gt01) are
characterized by the highest game score (more than 17 points) and therefore good
performance
─ the Bad Teams (bt): Bad teams (3 teams, referred here as bt00, bt01 and bt02) are
those with the lowest gaming score (zero points)
─ the Neutral Teams (nt). The teams that achieved a medium score of four to eight
points are categorized as neutral (2 teams, referred here as nt00 and nt01).
It is worth mentioning that after the end of the activity, users were asked whether they
had used a PDA device before. The majority of players in the teams characterized as
good were experienced with PDA devices while this was not the case with the other
teams [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. For each team the descriptive statistics of the activity and its projection in
time were computed and compared. The objective was to track any indication of
metrics that could be further used for the automatic evaluation of a gaming activity.
      </p>
      <p>The descriptive statistics of the activity were computed for all the teams
participating in the game. Various metrics that have been previously used for the assessment of
CSCL activities, were originally considered but the ones that appeared to differ
among teams of different quality regarding the game score, are: total sum of events1
(#events), difference of (#link actions - #unlink actions) (#dlu), average time between
consecutive actions (#avg_time_gap). In Fig. 1 the activity statistics per team are
pictured. It is evident that the good teams (gt) portray intense activity, temporally
dense (high number of events within short time) which fades out and scatters in time
for the neutral teams (nt) and bad teams (bt). This is a rather trivial finding that
justifies nonetheless the original notion: Teams that appear to have a high activity,
temporally dense and without delays also score higher in the game. However one could
claim that an intense activity could also portray a team that acts
spontaneously/hastily/without planning. To investigate this point, the activity metrics were
analyzed in time. In order to portray the unfolding of the activity, each team’s practice
was split in time periods of 60 seconds.</p>
      <p>The events which took place within these time periods were summed and
visualized per category (Fig. 2). The good teams (gt) exhibit intense, continuous activity
throughout the game. Periods of zero activity are extremely rare while the teams
appear to be more productive in the middle of the activity. On the other hand, the neutral
(nt) and bad (bt) teams have low activity in comparison to the good teams. Periods of
zero activity are more frequent and last longer, throughout the whole duration of the
game. The difference between good and neutral/bad team practices is even more
distinctive in the case of linking/unlinking actions. The linking/unlinking actions are
directly connected to the overall score (a correct link is rewarded with points).
Therefore good teams are expected to have a higher number of linking/unlinking actions
than the rest. However the interesting point is the distribution of linking/unlinking
actions in time. For the case of neutral/bad teams, the linking/unlinking actions take
place mostly during the first minutes of the activity, gradually fading out and coming
to a halt almost after the first half of the activity duration. For the good teams the
links are evenly distributed throughout the duration of the activity.
1 An event can be a) a successful scan, b) an unsuccessful scan, c) a link action, d) an unlink
action, e) enter a topic, f) exit a topic
#events
#dlu</p>
      <p>#avg_time_gap in seconds per team
In this paper we study the use of simple activity metrics deriving from CSCL
frameworks to gain insights on group collaborative activity during location based games.
Since the game is played by teams, we argued that automated metrics for the analysis
and evaluation of CSCL activities will also apply to a location-based gaming context.
Yet, the special characteristics of mobile collaboration and learning require the
analysis and evaluation of practices on a whole different basis than traditional CSCL
frameworks suggest. Mobile learners are always on the move and therefore
argumentation, response and action has to be immediate and continuous. Unlike what happens
in a classroom, mobile learners do not usually gather around a table to discuss on a
plan or to reflect on the outcome so-far. Therefore careful planning, good
coordination and effective communication within a team in a mobile learning scenario are
expected to result in a continuous activity, which is well balanced and equally
distributed in time. On the other hand, an unsuccessful collaboration within a team, may
lead to loss of interest towards the common goal and failure to fulfill the goal.
In order to fully support this assumption and propose an automated analysis
framework, extensive, large-scale studies must be designed and carried out on collaborative
location-based gaming activities where each and every player will be supported by a
mobile device to analyze not only the team’s activity as a whole but also the
interaction of team members. Additional parameters such as the type of mobile device, the
learning context, the age of players, team size, etc., should be further examined not
only regarding the gaming experience but from a collaborative perspective as well.
4</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Schroyen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gabriëls</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Luyten</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Teunkens</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Robert</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Coninx</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Flerackers</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Manshoven</surname>
          </string-name>
          , E.:
          <article-title>Training social learning skills by collaborative mobile gaming in museums</article-title>
          .
          <source>Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology</source>
          . pp.
          <fpage>46</fpage>
          -
          <lpage>49</lpage>
          (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Huizenga</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Admiraal</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Akkerman</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dam</surname>
          </string-name>
          , G.T.:
          <article-title>Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game</article-title>
          .
          <source>Journal of Computer Assisted Learning</source>
          .
          <volume>25</volume>
          ,
          <fpage>332</fpage>
          -
          <lpage>344</lpage>
          (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Stenros</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Waern</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Montola</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Studying the Elusive Experience in Pervasive Games</article-title>
          .
          <source>Simulation &amp; Gaming</source>
          . (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Reid</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hull</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Clayton</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Melamed</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stenton</surname>
            ,
            <given-names>P.:</given-names>
          </string-name>
          <article-title>A research methodology for evaluating location aware experiences</article-title>
          .
          <source>Personal Ubiquitous Comput</source>
          .
          <volume>15</volume>
          ,
          <fpage>53</fpage>
          -
          <lpage>60</lpage>
          (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Kahrimanis</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chounta</surname>
            ,
            <given-names>I.-A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Avouris</surname>
          </string-name>
          , N.:
          <article-title>Study of correlations between logfile-based metrics of interaction and the quality of synchronous collaboration</article-title>
          . Guest Editors.
          <volume>24</volume>
          (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Schümmer</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Strijbos</surname>
            ,
            <given-names>J.-W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Berkel</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          :
          <article-title>A new direction for log file analysis in CSCL: Experiences with a spatio-temporal metric</article-title>
          .
          <source>Proceedings of th 2005</source>
          conference
          <article-title>on Computer support for collaborative learning: learning 2005: the next 10 years</article-title>
          ! pp.
          <fpage>567</fpage>
          -
          <lpage>576</lpage>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Chounta</surname>
            ,
            <given-names>I.-A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Avouris</surname>
          </string-name>
          , N.:
          <article-title>Time series analysis of collaborative activities</article-title>
          .
          <source>Collaboration and Technology</source>
          . pp.
          <fpage>145</fpage>
          -
          <lpage>152</lpage>
          . Springer (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Sintoris</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stoica</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Papadimitriou</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Yiannoutsou</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Komis</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Avouris</surname>
          </string-name>
          , N.:
          <article-title>MuseumScrabble: Design of a mobile game for children's interaction with a digitally augmented cultural space</article-title>
          .
          <source>International Journal of Mobile Human Computer Interaction (IJMHCI)</source>
          .
          <volume>2</volume>
          ,
          <fpage>53</fpage>
          -
          <lpage>71</lpage>
          (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>