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Professional analysis of a locally played multiplayer game designed for social collaboration

Boucht, Nicolas (2026)

 
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Boucht, Nicolas
2026

Tietojenkäsittelyopin maisteriohjelma - Master's Programme in Computer Science
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2026-06-26
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202606257966
Tiivistelmä
The aim of this study was to analyse how a prototype console created for social collaboration functions by interviewing experts and professionals in fields from education to social welfare. The study applies several theories from educational sciences, psychology, and game studies. These include educational technology, such as a game collaboration design framework, Self-Determination Theory, along with feedback and interdependence, and the Digital Gaming Relationship framework as well as accessibility studies.
The study includes seven semi-structured interviews, of which two are with experts and the rest are with professionals of their respective fields. The interviews, which were performed either in-person or online via Teams, consisted of ten questions, with a video demonstration of the console and how it functions. The results were analysed through reflexive thematic analysis.
The results showed that the simplistic controller was considered accessible, and the games were considered easy to play and understand both mechanically and visually. The suggested venues for usage included intervention use among school coaches, as well as healthcare and social welfare services in general. When considering alternative forms of social collaboration activities, boardgames and roleplaying games were mentioned as a growing social activity. In addition, some societal changes and challenges were mentioned, such as phone bans changing how students interact, and broader issues with finding funding for new technological approaches, which can be an important factor when considering the development of a similar product.
The findings of the study show that the console is supported by several design frameworks even for a singular purpose, which in this case is social interaction. The gameplay uses emergent roles, which lets players decide on their own approach, and low interdependence allows all players to participate according to their abilities without affecting game progression. The design of the controller plays a significant role, since the limited actions simplify how the game can be played. However, developing an entire device along with its games does carry a substantial financial risk. Even if the console might find good use in different groups, such as support groups or other social welfare areas, funding may be an issue that sets it apart from other commercial and traditional options. For future research, comparing commercial consoles and devices, or different forms of gaming, such as competitive or collaborative, may provide additional insight into technologically assisted social collaboration.
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Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste