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ADVT: The social e xperience of gaming

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

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ADVT: The social e xperience of gaming

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  1. ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

  2. Why study videogames? • Big business • Dominant phenomenon • Pure experience • Before, during, momentary, after • UX challenge Social experience of gaming, Paul Cairns

  3. What experiences do games offer? Social experience of gaming, Paul Cairns

  4. UX Personal Unique Subjective Science Generalisable Repeatable Objective Where is the Science? User Experience, Paul Cairns

  5. Social experience of gaming, Paul Cairns

  6. Holistic • McCarthy and Wright • Technology as Experience • Can’t ignore the complexity • Narrative: reflected and anticipated • Prosaic experience Social experience of gaming, Paul Cairns

  7. 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

  8. Using stories • Where to focus? • From holism to design? • Need analysis • Holism lacks teeth Social experience of gaming, Paul Cairns

  9. Reductionist • Analytic approach to experience • Partition up elements • Measure • Compare Social experience of gaming, Paul Cairns

  10. Social experience of gaming, Paul Cairns

  11. Measures of GX Immersion GEQ CEGE All have questionnaires! Social experience of gaming, Paul Cairns

  12. Immersion • Commonly talked about • Various formulations • Jennett, five factors: • Emotional involvement, cognitive involvement, real world dissociation • Challenge & control Social experience of gaming, Paul Cairns

  13. GEQ (unpublished) • An all encompassing measure • During and after modules • Seven factors: • Sensory & imaginative immersion, tension, competence, flow, negative affect,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

  14. 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

  15. Social experience of gaming, Paul Cairns

  16. Is social play GX or something else? Social experience of gaming, Paul Cairns

  17. 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

  18. 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

  19. Immersion and social context • 3 experiments • Using IEQ for immersion • Manipulation: • playing computer • playing online • playing colocated Social experience of gaming, Paul Cairns

  20. Hayley Martin, UCL Social experience of gaming, Paul Cairns

  21. 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

  22. Matt Day, York Social experience of gaming, Paul Cairns

  23. Results Immersion more online than against computer Social experience of gaming, Paul Cairns

  24. Tom Perryman, York Social experience of gaming, Paul Cairns

  25. 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

  26. Further work? Social experience of gaming, Paul Cairns

  27. 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

  28. 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

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