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GAMES, PEACOCKS, AND THE THEORY OF CONFLICT

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GAMES, PEACOCKS, AND THE THEORY OF CONFLICT. 3. TRUST. All multi-player games depend on trust ... GAMES, PEACOCKS, AND THE THEORY OF CONFLICT. 9. THE RULE ... – PowerPoint PPT presentation

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Title: GAMES, PEACOCKS, AND THE THEORY OF CONFLICT


1
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT
  • Jonas Heide Smith (smith_at_itu.dk)
  • Center for Computer Games Research
  • IT University of Copenhagen
  • KUA
  • 12-11-2004

2
THE PLAN
  • Introduction
  • What is trust?
  • Two perspectives
  • Supporting trust through game design

3
TRUST
  • All multi-player games depend on trust
  • Game type determines the games relation to trust
  • Some forms of distrust are harmful to the
    gamespace

Age of Kings at zone.com
Star Wars Galaxies
4
THE PLAN
  • Introduction
  • What is trust?
  • Two perspectives
  • Supporting trust through game design

5
WHAT IS TRUST?
  • Sociology Entering into an interaction in the
    face of uncertainty.
  • Economy Acting as if you expect future
    cooperation.

6
THE PLAN
  • Introduction
  • What is trust?
  • Two perspectives
  • Supporting trust through game design

7
TWO PERSPECTIVES
The gaming context
The rule system
Online/offline
Server setup
Length og single games
Possibilities for cheating
8
TWO PERSPECTIVES
  • The 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

9
THE RULE SYSTEM
  • Sum type

Zero-sumHave no trust issues
Non-zero-sumHave trust issues
10
TWO PERSPECTIVES
  • The 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

11
THE PLAN
  • Introduction
  • What is trust?
  • Two perspectives
  • Supporting trust through game design

12
SUPPORTING TRUST
  • The Chicken Game

Player 2 Player 2
Turn Straight
Player 1 Turn Player 1 2 Player 2 2 Player 1 1 Player 2 3
Player 1 Straight Player 1 3 Player 2 1 Player 1 0 Player 2 0
Numbers indicate points earned Numbers indicate points earned Numbers indicate points earned Numbers indicate points earned
13
SUPPORTING TRUST
  • Signal types
  • Conventional 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
14
SUPPORTING TRUST
  • High signal control correlates with low
    trustworthiness
  • One solution Reputation systems
  • Another Multimodal communication

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

16
FINALLY
  • Thanks for listening
  • Coming up Week-end
  • smith_at_itu.dk
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