We present Mole Madness, a side-scrolling computer game that is built to explore multi-child language use, turn-taking, engagement, and social interaction in a fast-paced speech-operated activity. To play the game, each of the two users controls the movement of the mole on one axis with either go or jump. We describe the game and data collected from 68 children playing in pairs. We then present a preliminary analysis of game-play vs social turn-taking and engagement through the use of social side-talk. Finally, we discuss a number of interesting problems in multiparty spoken interaction that are encompassed by Mole Madness and present challenges for building an autonomous game player.
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