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
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Analytic approach to experience
Partition up elements
Measure
Compare
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Measures of GX
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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GEQ (unpublished)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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