Jan 04, 2016
ADVT: The social experience of gaming
Paul [email protected]
Social experience of gaming, Paul Cairns
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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User Experience, Paul Cairns
Where is the Science?
UX Personal Unique Subjective
Science Generalisable Repeatable Objective
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Social experience of gaming, Paul Cairns
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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Social experience of gaming, Paul Cairns
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GEQ (unpublished)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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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
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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)
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