“I am sorry my friend, I love you, but I don’t trust you”

This paper reports results pertaining to different social interactions among players of a popular multiplayer collectible card game, Vampire the Eternal Struggle (Vtes) over the course of a competitive game in a national championship. Video of an 80-minute long single gameplay session with five players was analyzed by using inductive coding. Findings showed eight main categories of social interactions: social banter, strategies, out-of-game comments, reflection on gameplay, negotiations, clarifications, complaining, and praises. Relationships between these social interactions and time were also identified revealing dynamic nature of social interactions due to multiplayer aspect of the game. The practical and theoretical implications of the findings are discussed within the context of game design and research.

Social Dynamics in a Multiplayer Collectible Card Game
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https://doi.org/10.1184/R1/6686804.v1