Top Banner
Ac#onable vs. Emancipatory Game (Design ) Research Capturing Game Design: Who Should Care? Aki Järvinen Lead Social Designer, Ph.D. May 31, 2010
25

Actionable vs. Emancipatory Game Design Research

Jan 28, 2015

Download

Design

Aki Järvinen

My keynote at the Games: Design & Research conference at Volda, Norway, June 3rd, 2010, discussing the challenges of building bridges between academic game research and game design & development.
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Actionable vs. Emancipatory Game Design Research

Ac#onable  vs.  Emancipatory    Game  (Design)  Research  

Capturing  Game  Design:  Who  Should  Care?  

Aki  Järvinen  Lead  Social  Designer,  Ph.D.  

May  31,  2010  

Page 2: Actionable vs. Emancipatory Game Design Research

Aki Järvinen has a unique mix of experience from:

Mobile game design Online & Social game design Online gambling design Board game design User experience design Business development Academic research & development

Since 2009, focusing on Social Games: •  first doing contract work for startups both in the US & Scandinavia •  from January 2010, as the Lead Social Designer at Digital Chocolate Helsinki Studio

Aki  Järvinen,    Social  Game  Developer,  Ph.D  

Page 3: Actionable vs. Emancipatory Game Design Research

DChoc:  From  Mobile  to  Social  Games  

Page 4: Actionable vs. Emancipatory Game Design Research
Page 5: Actionable vs. Emancipatory Game Design Research

The  Problem  

and  puPng  it  into  context  

Page 6: Actionable vs. Emancipatory Game Design Research

Goals  of  the  talk  •  The  talk  discusses  the  different  interests  for  knowledge  

between  those  researching  game  design,  those  prac#cing  it,  and  those  doing  both.    

•  What  are  the  key  pragma#c  aspects  of  game  design  in  a  commercial  context  that  o/en  make  it  theory-­‐aversive?    

•  Can  game  design  ac#vity  be  captured  for  research  purposes,  and  more  importantly  what  domains  of  knowledge  would  that  serve?    

•  What  is  the  role  of  design  management  in  this?    •  The  talks  aims  at  giving  researchers  sensi#vity  towards  the  

challenges  game  designers  face  daily,  and  places  game  design  prac#ces  into  the  contexts  of  design  management.  

Page 7: Actionable vs. Emancipatory Game Design Research

Problem  formula#on  •  How  can  game  studies/research  produce  results  that  are  ac9onable  for  game  design,  and  who  are  the  stakeholders  in  this?  

•  Caveat:  Not  all  game-­‐related  research  needs  to  contribute  to  prac#cal  game  design  –  but  be  honest  about  it!  

•  Yet:  Ac#onable  results  best  emerge  from  the  prac#cal  experience  of  design  within  marketplace  and  management  constraints;  when  academic  problem  formula#on  combines  with  the  tacit  knowledge  of  game  design  prac#ces    

Page 8: Actionable vs. Emancipatory Game Design Research

Contextualiza#on  of  the  problem  

•  Jürgen  Habermas:  Knowledge  Cons#tu#ve  Interests  

•  ’Habermas'  basic  claim  is  that  different  forms  of  knowledge  with  different  object  domains  and  standards  of  validity  are  cons#tuted  by  different  interests  that  are  founded  in  dis#nct  forms  of  human  ac9vity.’    

Page 9: Actionable vs. Emancipatory Game Design Research

Design  &  Research  

Clarifica#on:    I  do  not  believe  that  only  u#litarian  research  is  useful;  I  do  believe  in  the  

tradi#onal  role  of  academia  

Page 10: Actionable vs. Emancipatory Game Design Research

Design  •  ‘Every  problem  posed  to  a  designer  demands  that  the  constraints  of  technology,  ergonomics,  produc#on,  and  the  marketplace  be  factored  in  and  a  balance  be  achieved.’  

•  ‘Design  [...]  is  a  process  of  crea#on  and  decision  making.’    

•  Design  and  corporate  strategy:  Design  is  a  tool  for  making  strategy  visible  

(Borja  de  Mozota:  Design  Management,  2004)  

Page 11: Actionable vs. Emancipatory Game Design Research

Design  management  •  ‘Design  management  is  the  planned  implementa#on  of  design  in  a  company  to  help  the  company  achieve  its  objec#ves.’  (ibid.)  

•  Academically  studied  by,  e.g.,  Brigije  Borja  de  Mozota  in  Paris  

•  Why  is  this  important?  –  because  the  game  designer  reports  to  whomever  is  responsible  for  design/studio  management  

–  thus  the  knowledge  gained  from,  e.g.  research,  is  subject  to  evalua#on  in  an  organiza#onal  structure  

Page 12: Actionable vs. Emancipatory Game Design Research

Design  as  Process:  The  4  Cs  •  Crea.vity  •  Complexity  

•  Compromise  

•  Choice  •  =  Design  is  both  a  crea#ve  and  a  management  process  

•  Which  of  these  does  your  research  address?  

Page 13: Actionable vs. Emancipatory Game Design Research

Design  Research  •  Three  possible  dimensions:  

– Research  for  design  – Research  into  design  – Research  as  design  

(Lunenfeld  in  Laurel  [ed.]  Design  Research,  2004)  

•  Q:  In  your  work,  do  you  explicitly  iden#fy  your  work  belonging  into  one  or  more  of  these  dimensions?  

Page 14: Actionable vs. Emancipatory Game Design Research

Who  are  the  actors  in  GDR?  •  ‘designer  is  an  entrepreneur,  an  authority  in  aesthe#cs,  and  an  ini#ator  of  change  in  the  society’  

•  players  –  the  ones  who  want  to  have  fun  •  researchers  –  those  who  try  to  observe  and  understand,  from  various  perspec#ves?  

Page 15: Actionable vs. Emancipatory Game Design Research

Game  Design  Researcher’s  posi#on?  

Page 16: Actionable vs. Emancipatory Game Design Research

How  to  be  cuPng  edge?  •  E.g.  with  the  metrics-­‐driven  development  in  the  social  games  industry,  it  is  very  difficult  to  do  academic  research  (outside  technology)  that  is  cuPng  edge  

•  -­‐  from  afar!  

•  Poten#al  of  methods  such  as  Ac#on  research  and  Ethnography  

Page 17: Actionable vs. Emancipatory Game Design Research

Gallup  part  1  •  Q:  How  many  of  you  do  research  with  the  inten#on/belief  that  it  can  contribute  to/inform  game  design  in  prac#ce?  

Page 18: Actionable vs. Emancipatory Game Design Research

Gallup  part  2  •  Q:  How  many  of  you  do  research  with  the  inten#on/belief  that  it  can  contribute  to/inform  commercial  game  design  in  prac#ce?  

Page 19: Actionable vs. Emancipatory Game Design Research

Ac#onable  or  Emancipatory?  

Ask  this  of  your  research;  which  kind  of  knowledge  is  it  targe#ng?  

Page 20: Actionable vs. Emancipatory Game Design Research

The  Ques#on  of  Ac#onable  •  How  to  surpass  the  insufficient  ‘theory  vs.  prac#ce’  dis#nc#on?    

•  How  about:  research  that  either  creates  ac#onable  vs.  ‘non-­‐ac#onable’  results?  –  Ac#onable  implies  immediacy,  applica#on  

–  Non-­‐ac#onable  implies  reflec#on,  emancipa#on  

•  Yet  ‘non’  is  a  nega#on  with  connota#ons  •  Therefore  let’s  call  it  Emancipatory:    

–  Emancipa.on:  ‘set  free,  esp.  from  legal,  social,  or  poli.cal  restric.ons’  

Page 21: Actionable vs. Emancipatory Game Design Research

Habermas’  categories  [reference  (.doc)]  

Commercial    Game  Design  

Academic  Game    Research  

Page 22: Actionable vs. Emancipatory Game Design Research

Emancipatory  research  results  tend  to  be:  

•  Descrip9ve  –  rather  than  prescrip#ve  –  in  tone  •  ‘Packaged’  into  academic  discourse  •  Non-­‐specific  in  terms  of  demographics  

•  Or,  too  specific  to  the  point  of  being  marginal  •  At  best  inspira9onal  for  ac#onable  purposes,  yet  may  

demand  an  extra  layer  of  interpreta9on  (i.e.  a  specific  skillset)  in  order  to  be  ac#onable  

•  Example:  ‘Game  layers  of  DJ  Hero‘  -­‐  Games  as  Services  project,  University  of  Tampere,  Finlandhjp://futureplayproject.wordpress.com/resources/  

Page 23: Actionable vs. Emancipatory Game Design Research

Ac#onable  results  tend  to  be:  •  such  that  relate  explicitly  to  a  specific  design  domain  &  

problem  –  note  the  parallel  to  crea9vity  oren  being  domain-­‐specific  

•  prescrip9ve  •  tangible  –  repackaged  for  the  design  stakeholders  •  such  that  discuss  consequences  for  exis#ng  business/

educa#on/development  models  or  methods  

•  pragma9c:  Something  you  can  sell  to  your  boss  in  commercial  contexts  

•  Example:  Gamespace  project  -­‐  hjp://gamelab.uta.fi/gamespacetool/  

Page 24: Actionable vs. Emancipatory Game Design Research

Conclusions  •  Claim:  Any  research  that  does  not  aim  at  ac#onable  results  cannot  call  itself  ‘design  research’  or  anything  ‘design’  for  that  majer  –  even  ‘design  theory’  implies  prac#ce!  

•  If  your  goal  is  to  produce  emancipatory  knowledge,  just  call  your  work  game  studies  or  game  research!  

•  Whichever  road  you  choose,  in  the  process  you  will  come  to  define  your  primary  audience  

•  ...and  it  is  them  who  should  care.  

Page 25: Actionable vs. Emancipatory Game Design Research

Thank  you.  

Emancipatory  contact:  

 aki@gameswithoutron#ers.net  

Ac#onable  contact:  

[email protected]  

http://www.facebook.com/socialgamesbook