Transcript Document
ADVT: The social experience of
gaming
Paul Cairns
[email protected]
Why study videogames?
Big business
Dominant phenomenon
Pure experience
– Before, during, momentary, after
UX challenge
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What experiences do games
offer?
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Where is the Science?
UX
Personal
Unique
Subjective
Science
Generalisable
Repeatable
Objective
User Experience, Paul Cairns
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Holistic
McCarthy and Wright
– Technology as Experience
Can’t ignore the complexity
Narrative: reflected and anticipated
Prosaic experience
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Exercise
Tell a story (in pairs) about a really
good game you played: why was it
good, how did the game make you feel,
what you did next… How would you
summarise the UX in the story you
heard?
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Using stories
Where to focus?
From holism to design?
Need analysis
– Holism lacks teeth
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Reductionist
Analytic approach to experience
Partition up elements
Measure
Compare
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Measures of GX
Immersion
GEQ
CEGE
All have questionnaires!
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Immersion
Commonly talked about
Various formulations
Jennett, five factors:
– Emotional involvement, cognitive
involvement, real world dissociation
– Challenge & control
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GEQ (unpublished)
An all encompassing measure
During and after modules
Seven factors:
– Sensory & imaginative immersion, tension,
competence, flow, negative affect, positive
affect, challenge
SPGQ
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Core Elements of the Gaming
Experience
What’s needed for a good experience?
Puppetry
Five factors:
– control, ownership, facilitators,
environment, game-play
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Is social play GX or something
else?
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Immersion and social play
Reduces immersion (Sweetser & Wyeth,
Ermi & Mäyrä)
Games as social setting (de Kort et al,
2008)
Social presence in games (SPGQ)
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What is the SPGQ measuring?
3 factors, can you come up with a
sensible name that summarising what
each factor is about?
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Immersion and social context
3 experiments
Using IEQ for immersion
Manipulation:
– playing computer
– playing online
– playing colocated
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Hayley Martin, UCL
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Results
SPGQ goes up from “computer” to
online to colocated
Immersion goes up from computer to
online
BUT: deception, Hawthorne effect and
old game
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Matt Day, York
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Results
Immersion more online than against
computer
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Tom Perryman, York
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Results
Still no difference
Overall:
It matters that you (think you) play a person.
It doesn’t matter where that person is.
Social play improves immersion
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Further work?
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Summary
GX is the purest form of UX
Lots of approaches
– Holistic, reductionistic
Social play is an intergal part of GX
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Reading
Chen, Flow in games (and everything else)
Jennett et al., Defining and measuring immersion in
videogames
IJsselsteijn et al., Characterising and Measuring User
Experiences in Digital Games (GEQ)
Calvillo-Gamez et al., Assessing the core elements of
the gaming experience (CEGE)
de Kort et al., Digital games as social presence
technology. (SPGQ)
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