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A Multiplayer Team Performance Task: Design and Evaluation

Copyright © 2011. 19 pages.
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DOI: 10.4018/978-1-60960-567-4.ch013
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MLA

Emurian, Henry H., Gerald C. Canfield, Peter G. Roma, Zabecca S. Brinson, Eric D. Gasior, Robert D. Hienz, Steven R. Hursh and Joseph V. Brady. "A Multiplayer Team Performance Task: Design and Evaluation." Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global, 2011. 201-219. Web. 25 May. 2013. doi:10.4018/978-1-60960-567-4.ch013

APA

Emurian, H. H., Canfield, G. C., Roma, P. G., Brinson, Z. S., Gasior, E. D., Hienz, R. D., Hursh, S. R., & Brady, J. V. (2011). A Multiplayer Team Performance Task: Design and Evaluation. In M. Cruz-Cunha, V. Varvalho, & P. Tavares (Eds.), Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments (pp. 201-219). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-567-4.ch013

Chicago

Emurian, Henry H., Gerald C. Canfield, Peter G. Roma, Zabecca S. Brinson, Eric D. Gasior, Robert D. Hienz, Steven R. Hursh and Joseph V. Brady. "A Multiplayer Team Performance Task: Design and Evaluation." In Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments, ed. Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho and Paula Tavares, 201-219 (2011), accessed May 25, 2013. doi:10.4018/978-1-60960-567-4.ch013

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A Multiplayer Team Performance Task: Design and Evaluation
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Abstract

This chapter describes a Team Performance Task (TPT) that has been designed to assess the status of a three-person team operating a game-like multiplayer task requiring inter-player cooperation to achieve optimal performance effectiveness. The objective of the TPT is to extract features of an operational setting that may be integrated into a task scenario that will yield multi-dimensional indices of both individual and team performances that are sensitive to alterations in the workload parameters and to the skill level and cohesion of the players. The design of a prototype task is described in detail, and evaluative results based on observations of five groups of three players are presented to show the individual and team metrics of performance effectiveness that are made available with this task. Future applications of the TPT are suggested, to include its potential to diagnose and support the cohesiveness and operational readiness of teams operating within space-based and other challenging environments.
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Background

Where the successful accomplishment of an organization’s mission requires the coordinated contributions of two or more individuals collectively identified with the achievement of a common objective, the conditions for a team are operationally defined (Emurian, Brady, Ray, Meyerhoff, & Mougey, 1984). This definition is consistent with Salas, Rosen, Burke, Nicholson, and Howse (2007) who emphasize teams to be units of people having (1) task interdependencies and dynamic social interactions, (2) shared valued goals, (3) a limited lifespan, (4) distributed expertise, (5) and clearly defined participant roles. Eliciting and evaluating teamwork within distributed multiplayer game-based settings have been acknowledged to show great potential for engaging players in immersive and simulated environments in which to observe complex behaviors having direct relevance to the mission of an organization, to include the U.S. military (Hussain, Weil, Brunye, Sidman, Alexander, & Ferguson, 2008) and the National Aeronautics and Space Administration (Emurian, Canfield, Roma, Gasior, Brinson, Hienz, Hursh, & Brady, 2009; Hienz, Brady, Hursh, Gasior, Spence, & Emurian, 2008). Related research documents the applications of online computer games to support collaborative and distributive communications, peer interactions, and resource sharing to achieve learning objectives (Papastergiou, 2008), and guidelines for the development of collaborative educational videogames overlap with several of the five features of a team given above (Zea, Sanchez, Gutierrez, Cabrera, & Paderewski, 2009). Finally, Mayo (2009) noted that an attractive dimension of game-based assessment is its potential to track sequences of user actions and communications that can be mapped onto higher-order skills and abilities.

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Complete Chapter List

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1.
Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal), Pedro Mota Teixeira (Polytechnic Institute of Cávado and Ave, Portugal), Leonardo Pereira (Polytechnic Institute of Cávado and Ave, Portugal), Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal & University of Minho, Portugal)
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Petri Lankoski (Aalto University, Finland), Anja Johansson (Linköping University, Sweden), Benny Karlsson (Fabrication Games Europe AB, Sweden), Staffan Björk (Chalmers University of Technology, Sweden), Pierangelo Dell’Acqua (Linköping University, Sweden)
We address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to devel... Sample PDF | More details...
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Giannis Milolidakis (Technological Education Institution of Crete, Greece & Euromed Management, France), Chris Kimble (Euromed Management, France), Corinne Grenier (Euromed Management, France)
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Verónica Costa Orvalho (Universidade do Porto, Portugal), João Orvalho (Face In Motion, Portugal)
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Mark G. Elwell (Hakusan International School, Japan)
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Murillo Guimarães Carneiro (Federal University of Uberlândia, Brazil)
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Game Led HCI Improvements (pages 126-145)
Michael Barlow (The University of New South Wales at the Australian Defence Force Academy, Australia)
This chapter covers these recent advances in HCI technology. It conveys the technological and engineering basis of the key current & successful technologies – for in... Sample PDF | More details...
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Vladimir Devyatkov (Bauman Moscow State Technical University, Russia), Alexander Alfimtsev (Bauman Moscow State Technical University, Russia)
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Sarajane Marques Peres (University of São Paulo, Brazil), Clodis Boscarioli (Western Paraná State University, Brazil), Jorge Bidarra (Western Paraná State University, Brazil), Marcelo Fantinato (University of São Paulo, Brazil)
Nowadays, efforts in computer game development have been concerned to overcome entertainment objectives. In fact, there has been much effort aiming at finding, in Co... Sample PDF | More details...
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12.
Blaine Hoffman (The Pennsylvania State University, USA)
The continued evolution of mobile technology provides for new means of interaction and engagement in our daily lives. The interconnectedness, availability, and rapid... Sample PDF | More details...
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13.
Henry H. Emurian (UMBC, USA), Gerald C. Canfield (UMBC, USA), Peter G. Roma (Institutes for Behavior Resources, USA), Zabecca S. Brinson (Institutes for Behavior Resources, USA), Eric D. Gasior (Institutes for Behavior Resources, USA), Robert D. Hienz (Johns Hopkins University School of Medicine, USA), Steven R. Hursh (Johns Hopkins University School of Medicine, USA), Joseph V. Brady (Johns Hopkins University School of Medicine, USA)
This chapter describes a Team Performance Task (TPT) that has been designed to assess the status of a three-person team operating a game-like multiplayer task requir... Sample PDF | More details...
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Patrick Stacey (Imperial College London, UK), Joe Nandhakumar (University of Warwick, UK)
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15.
Olga Albuquerque (Escola Secundária Dr Jaime Magalhães Lima, Portugal), Gillian Grace Moreira (University of Aveiro, Portugal)
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Matthew Sharritt (Situated Research, LLC, USA), R. Kelly Aune (University of Hawaii at Manoa, USA), Daniel D. Suthers (University of Hawaii at Manoa, USA)
A qualitative case study of student game play is presented, describing how game player communication becomes increasingly complex, efficient, and impenetrable by tho... Sample PDF | More details...
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Patrícia Arriaga (ISCTE-IUL, Cis-IUL, Portugal), Augusta Gaspar (ISCTE-IUL, Cis-IUL, Portugal), Francisco Esteves (ISCTE-IUL, Cis-IUL, Portugal)
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Julio Angel Ortiz (Harvard University, USA)
The chapter serves as an introduction to current thinking about the role of games in our society. It takes a measured tone in acknowledging some of the challenges to... Sample PDF | More details...
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Stephen Brock Schafer (Digipen Institute of Technology, USA), Gino Yu (Hong Kong Polytechnic University, Hong Kong)
The development of more meaningful video games is becoming increasingly possible by recent advances in video game technologies, neurosciences, and biofeedback. In th... Sample PDF | More details...
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Heiko Duin (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Jannicke Baalsrud Hauge (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Felix Hunecker (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Klaus-Dieter Thoben (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany)
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Juho Hamari (Helsinki Institute for Information Technology HIIT, Finland), Aki Järvinen (Digital Chocolate, Inc., Finland)
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Games and Advertising (pages 366-382)
Inês de Seixas Duarte (Universidade Católica Portuguesa – Porto, Portugal), António Manuel Valente de Andrade (Universidade Católica Portuguesa – Porto, Portugal)
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Danny Pannicke (Berlin Institute of Technology, Germany), Jonas Repschläger (Berlin Institute of Technology, Germany), Rüdiger Zarnekow (Berlin Institute of Technology, Germany)
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