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Borrowing from Video Games: Impacts on Visual Analytic Tools for Collaboration Among Digital Native Intelligence Analysts

Published

Author(s)

Theresa O'Connell, Yee-Yin Choong, John D. Grantham, M Moriarty, W Wong

Abstract

An investigation of collaboration during a game that drew elements from two types of video games, massively multiplayer online role-playing games and serious games, disclosed there were benefits to collaborative play over non-collaborative play. Players in the digital natives age range participated in a riddle-solving game. Collaboration conditions varied over five user sessions. From this experiment, we derived recommendations for promoting collaboration in visual analytic tools, designed for intelligence analysts, that employ aspects of video games.
Conference Dates
May 19-23, 2008
Conference Location
Irvine, CA
Conference Title
2008 International Symposium on Collaborative Technologies and Systems (CTS 2008)

Keywords

collaboration, human factors, interactive visualizations, MMORPGs, serious games, usability engineering, user-centered design, video games, visual analytic tools

Citation

O'Connell, T. , Choong, Y. , Grantham, J. , Moriarty, M. and Wong, W. (2008), Borrowing from Video Games: Impacts on Visual Analytic Tools for Collaboration Among Digital Native Intelligence Analysts, 2008 International Symposium on Collaborative Technologies and Systems (CTS 2008), Irvine, CA (Accessed April 25, 2024)
Created March 28, 2008, Updated February 17, 2017