A cooperative video game, often abbreviated as co-op, is a video game that allows players to work together as teammates, usually against one or more non-player character opponents (PvE).
Co-op games can be played locally using one or multiple input controllers or over a network via local area networks, wide area networks, or the internet.
Co-op gameplay has gained popularity as controller and networking technology has developed. On PCs and consoles, cooperative games have become increasingly common, and many genres of games—including shooter games, sports games, real-time strategy games, and massively multiplayer online games—include co-op modes.
The first video game to feature co-op play dates back to 1973, with Atari's arcade video game Pong Doubles, which was a tennis doubles version of their hit arcade game Pong (1972). Co-op play was later featured in another Atari coin-op, Fire Truck (1978).
Several early 1980s arcade coin-op games allowed for co-op play. Wizard of Wor offered solo, competitive two-player, or cooperative two-player gaming while Williams Electronics' Joust encouraged players to alternatively compete and cooperate by awarding bonus points for co-op play in some rounds and awarding bonuses for attacking the other player in others. Two-player games of Nintendo's Mario Bros. could be played as competitively or cooperatively.
Co-operative games became particularly popular among operators of coin-op video games as they had the potential to net double the revenue per game. Drop-in/drop-out co-op was pioneered by Gauntlet (1985) which came in models of two and four players for different locations. This trend was followed by the likes of Quartet (1986), Ikari Warriors (1986), and Rampage (1986) which became high-earners for American operators.
Beat 'em up games, exemplified by Double Dragon (1987), were among the most successful games of the late 1980s. Their co-operative nature often included mechanics such as friendly fire, providing more opportunities for dynamic play.
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EPFL2021
Emotion recognition is usually achieved by collecting features (physiological signals, events, facial expressions, etc.) to predict an emotional ground truth. This ground truth is arguably unreliable due to its subjective nature. In this paper, we introduc ...