{"id":{"repo_id":"vt","oai_identifier":"oai:vtechworks.lib.vt.edu:10919/32764"},"canonical_url":"https://search.dev.ndltd.org/etd/vt/oai:vtechworks.lib.vt.edu:10919/32764","repository":{"repo_id":"vt","name":"Virginia Tech","base_url":"https://vtechworks.lib.vt.edu/oai/request"},"display":{"title":"Co-Located Many-Player Gaming on Large High-Resolution Displays","abstract":"Two primary types of multiplayer gaming have emerged over the years. The first type involves co-located players on a shared display, and typically caps at four players. The second type of gaming provides a single display for each player. This type scales well beyond four players, but places no requirement on co-location. This paper will attempt to combine the best of both worlds via high-resolution, highly-multiplayer gaming. Over the past few years, there has been a rise in the number of extremely high-resolution, tiled displays. These displays provide an enormous amount of screen space to work with. This space was used to allow twelve co-located players to play a game together. This study accomplishes three things: we designed and built PyBomber, a high-resolution and highly multiplayer game for up to twelve players; secondly, user trials were conducted to see whether this type of gaming is enjoyable as well as to learn what sorts of social interactions take place amongst so many players; lastly, the lessons learned were generalized into design criteria for future high-resolution games. Results show that with more people, much more of the time during a game was filled with vocal interactions between players. There were also more physical movements in the larger games. Over the course of this study, we learned that good high-resolution games will: decide between a singular gameplay area and split views, use the physical space in front of the display, provide feedback that is localized to each player, and utilize input devices appropriately.","abstract_html":"Two primary types of multiplayer gaming have emerged over the years. The first type involves co-located players on a shared display, and typically caps at four players. The second type of gaming provides a single display for each player. This type scales well beyond four players, but places no requirement on co-location. This paper will attempt to combine the best of both worlds via high-resolution, highly-multiplayer gaming. Over the past few years, there has been a rise in the number of extremely high-resolution, tiled displays. These displays provide an enormous amount of screen space to work with. This space was used to allow twelve co-located players to play a game together. This study accomplishes three things: we designed and built PyBomber, a high-resolution and highly multiplayer game for up to twelve players; secondly, user trials were conducted to see whether this type of gaming is enjoyable as well as to learn what sorts of social interactions take place amongst so many players; lastly, the lessons learned were generalized into design criteria for future high-resolution games. Results show that with more people, much more of the time during a game was filled with vocal interactions between players. There were also more physical movements in the larger games. Over the course of this study, we learned that good high-resolution games will: decide between a singular gameplay area and split views, use the physical space in front of the display, provide feedback that is localized to each player, and utilize input devices appropriately.","abstract_has_math":false,"creators":["Machaj, David Andrew"],"institution":"Virginia Tech","degree_name":"Master of Science","degree_level":"masters","degree_discipline":"Computer Science","degree_department":"Computer Science","school":null,"contributors":[],"advisors":[],"committee_chairs":["North, Christopher L."],"committee_members":["Cao, Yong","Bowman, Douglas A."],"year":2009,"date_issued":"2009-05-04","date_published":"2009-05-04","updated_at":"2026-07-22T22:19:03Z","subjects":["high-resolution","multiplayer","co-located","gaming","large tiled display","collaborative"],"languages":[],"rights":["In Copyright"],"rights_urls":["http://rightsstatements.org/vocab/InC/1.0/"],"identifier_entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["etd-05142009-141802"],"render_values":[{"text":"etd-05142009-141802","href":null,"code":true}]}]},"links":{"outbound_url":"http://hdl.handle.net/10919/32764","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.committeechair","label":"Committee Chair","values":["North, Christopher L."]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Cao, Yong","Bowman, Douglas A."]},{"key":"dc:contributor.department","label":"Department","values":["Computer Science"]},{"key":"dc:creator","label":"Author","values":["Machaj, David Andrew"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2014-03-14T20:36:49Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2014-03-14T20:36:49Z","2009-06-04"]},{"key":"dc:date.issued","label":"Date","values":["2009-05-04"]},{"key":"dc:publisher","label":"Institution","values":["Virginia Tech"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_level","label":"Degree Level","values":["masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Virginia Polytechnic Institute and State University"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["high-resolution","multiplayer","co-located","gaming","large tiled display","collaborative"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:rights","label":"Dc Rights","values":["In Copyright"]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://rightsstatements.org/vocab/InC/1.0/"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["etd-05142009-141802"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/10919/32764"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Two primary types of multiplayer gaming have emerged over the years. The first type involves co-located players on a shared display, and typically caps at four players. The second type of gaming provides a single display for each player. This type scales well beyond four players, but places no requirement on co-location. This paper will attempt to combine the best of both worlds via high-resolution, highly-multiplayer gaming. Over the past few years, there has been a rise in the number of extremely high-resolution, tiled displays. These displays provide an enormous amount of screen space to work with. This space was used to allow twelve co-located players to play a game together. This study accomplishes three things: we designed and built PyBomber, a high-resolution and highly multiplayer game for up to twelve players; secondly, user trials were conducted to see whether this type of gaming is enjoyable as well as to learn what sorts of social interactions take place amongst so many players; lastly, the lessons learned were generalized into design criteria for future high-resolution games. Results show that with more people, much more of the time during a game was filled with vocal interactions between players. There were also more physical movements in the larger games. Over the course of this study, we learned that good high-resolution games will: decide between a singular gameplay area and split views, use the physical space in front of the display, provide feedback that is localized to each player, and utilize input devices appropriately."]},{"key":"dc:description.degree","label":"Dc Description Degree","values":["Master of Science"]},{"key":"dc:title","label":"Title","values":["Co-Located Many-Player Gaming on Large High-Resolution Displays"]}]}],"canonical_facts":{"dc:contributor.committeechair":["North, Christopher L."],"dc:contributor.committeemember":["Cao, Yong","Bowman, Douglas A."],"dc:contributor.department":["Computer Science"],"dc:creator":["Machaj, David Andrew"],"dc:date.accessioned":["2014-03-14T20:36:49Z"],"dc:date.available":["2014-03-14T20:36:49Z","2009-06-04"],"dc:date.issued":["2009-05-04"],"dc:description.abstract":["Two primary types of multiplayer gaming have emerged over the years. 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