advt: the social e xperience of gaming

Post on 23-Feb-2016

33 Views

Category:

Documents

0 Downloads

Preview:

Click to see full reader

DESCRIPTION

ADVT: The social e xperience of gaming. Paul Cairns paul.cairns@york.ac.uk. Why study videogames?. Big business Dominant phenomenon Pure experience Before, during, momentary, after UX challenge. What experiences do games offer?. UX Personal Unique Subjective. Science - PowerPoint PPT Presentation

TRANSCRIPT

ADVT: The social experience of gaming

Paul Cairnspaul.cairns@york.ac.uk

Social experience of gaming, Paul Cairns

Why study videogames?

Big business Dominant phenomenon Pure experience– Before, during, momentary, after

UX challenge

2

What experiences do games offer?

Social experience of gaming, Paul Cairns 3

User Experience, Paul Cairns

Where is the Science?

UX Personal Unique Subjective

Science Generalisable Repeatable Objective

Social experience of gaming, Paul Cairns 5

Social experience of gaming, Paul Cairns

Holistic

McCarthy and Wright– Technology as Experience

Can’t ignore the complexity Narrative: reflected and

anticipated Prosaic experience

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

Social experience of gaming, Paul Cairns

Reductionist

Analytic approach to experience Partition up elements Measure Compare

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GEQ (unpublished)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?

26Social experience of gaming, Paul Cairns

Social experience of gaming, Paul Cairns

Summary

GX is the purest form of UX Lots of approaches– Holistic, reductionistic

Social play is an intergal part of GX

27

Social experience of gaming, Paul Cairns

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)

28

top related