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 Social experience of gaming, Paul Cairns 2 What experiences do games offer? Social experience of gaming, Paul Cairns 3 Where is the Science? UX Personal Unique Subjective Science Generalisable Repeatable Objective User Experience, Paul Cairns Social experience of gaming, Paul Cairns 5 Holistic McCarthy and Wright – Technology as Experience Can’t ignore the complexity Narrative: reflected and anticipated Prosaic experience Social experience of gaming, Paul Cairns 6 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? Social experience of gaming, Paul Cairns 7 Using stories Where to focus? From holism to design? Need analysis – Holism lacks teeth Social experience of gaming, Paul Cairns 8 Reductionist Analytic approach to experience Partition up elements Measure Compare Social experience of gaming, Paul Cairns 9 Social experience of gaming, Paul Cairns 10 Measures of GX Immersion GEQ CEGE All have questionnaires! Social experience of gaming, Paul Cairns 11 Immersion Commonly talked about Various formulations Jennett, five factors: – Emotional involvement, cognitive involvement, real world dissociation – Challenge & control Social experience of gaming, Paul Cairns 12 GEQ (unpublished) An all encompassing measure During and after modules Seven factors: – Sensory & imaginative immersion, tension, competence, flow, negative affect, positive affect, challenge SPGQ Social experience of gaming, Paul Cairns 13 Core Elements of the Gaming Experience What’s needed for a good experience? Puppetry Five factors: – control, ownership, facilitators, environment, game-play Social experience of gaming, Paul Cairns 14 Social experience of gaming, Paul Cairns 15 Is social play GX or something else? Social experience of gaming, Paul Cairns 16 Immersion and social play Reduces immersion (Sweetser & Wyeth, Ermi & Mäyrä) Games as social setting (de Kort et al, 2008) Social presence in games (SPGQ) Social experience of gaming, Paul Cairns 17 What is the SPGQ measuring? 3 factors, can you come up with a sensible name that summarising what each factor is about? Social experience of gaming, Paul Cairns 18 Immersion and social context 3 experiments Using IEQ for immersion Manipulation: – playing computer – playing online – playing colocated Social experience of gaming, Paul Cairns 19 Hayley Martin, UCL Social experience of gaming, Paul Cairns 20 Results SPGQ goes up from “computer” to online to colocated Immersion goes up from computer to online BUT: deception, Hawthorne effect and old game Social experience of gaming, Paul Cairns 21 Matt Day, York Social experience of gaming, Paul Cairns 22 Results Immersion more online than against computer Social experience of gaming, Paul Cairns 23 Tom Perryman, York Social experience of gaming, Paul Cairns 24 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 Social experience of gaming, Paul Cairns 25 Further work? Social experience of gaming, Paul Cairns 26 Summary GX is the purest form of UX Lots of approaches – Holistic, reductionistic Social play is an intergal part of GX Social experience of gaming, Paul Cairns 27 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) Social experience of gaming, Paul Cairns 28