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Labuni,A-jay G.

BSINFOTECH 3B

Call of Duty: Mobile


Call of Duty: Mobile is a free to play first person shooter video game that primarily provides
two modes of gameplay that is developed by TiMi Studio Group and published by Activision
for Android and iOS. A play as iconic characters in battle royale and multiplayer.

General Social Issues

1. What Is the Purpose Of The Mmog?

It allows people to participate in a real time online game from all over the world.
Players from all over the world can communicate and engage in a battle

2. What kinds of conversations are supported?

It supports a range of conversations such as conversations between players that


take place in the form of in-game chat, voice chat, and team chat to enhance the overall
gaming experience of the players.

3. How is awareness supported of the others in the MMOG?

Accordance to chat room, there is awareness supported in it, by allowing everyone


in the chat room to know who said that chat by looking at user id that is associated with
every mean comment that

4. What kinds of social protocols and conventions are used?


People wait for eachother to respond when communicating, the chatbox also has a
little icon to let the user know when another person is typing so they know to wait for a
response.

5. What kinds of awareness information are provided?

The game gives players a lot of awareness, which helps them get around the world,
make smart choices, and work together with their teammates to get things done.

6. Does the mode of communication and interaction seem natural or awkward?

No, because we can talk freely

7. How do players coordinate their actions in the game?

There are also rules and regulations that aren't always enforced that are supposed to
help with the coordination of the group.

Specific Interaction Design Issues

1. What Form Of Interaction And Communication Is supported, e.g. text/audio/video?

An form of interaction and communication that is supported is text and audio

2. What other visualizations are included? What information do they convey?

The player gets their own character that they can customize and dress.

3. How do users switch between different modes of interaction, e.g. exploring and
chatting? Is the switch seamless?

Users can choose to chat privately with other players or with everyone in the
area through the user interface.

4. Are there any social phenomena that occur specific to the context of the MMOG that
wouldn't happen in face-to-face settings?

Social phenomena that apparently occur specific to the context of the MMOG is
It seems like people are willing to be much ruder than in face to face meetings. Swear
words and obscene comments will be made in a public venue that just doesn't happen
otherwise.

Design Issues
1. What other features might you include in the MMOG to improve communication,
coordination and collaboration?
None

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