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Design Project 3

Design Project 3. Who Am I?. Managing Gamer Identity. HCI/d Class 2015 Team F: Yao Bao | Denique Ferguson Jordan Jalles | Anusha Radhakrishnan. Predispositions. What is our perspective? Our identities unfold over time. First impressions are important.

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Design Project 3

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  1. Design Project 3 Who Am I? Managing Gamer Identity HCI/d Class 2015 Team F: Yao Bao | Denique Ferguson Jordan Jalles | AnushaRadhakrishnan

  2. Predispositions • What is our perspective? • Our identities unfold over time. • First impressions are important. • Sports have been around for a lot longer than online games.

  3. What is our design challenge? Help new players cope with verbal abuse in competitive online games

  4. Research • How did we explore this challenge? • Online Surveys • Interviews • Literature Review • Observation: • League of Legends Forums • Official Documentation • Game Play Videos

  5. What did we learn about our target group? 67% Gamers 90% of U.S. households play video games are male are between 16 – 30 years old 85% League of Legend Gamers

  6. What did we learn about approaching this challenge? • League of Legends (LoL) as a case study • How people react to abuse while playing online games • How athletes deal with trash-talking • Technologies we could use to identify abuse

  7. Insights • How did this inform our design? • We can identify players that are abusive immediately and over time • Replicate the strategies athletes use to cope with trash-talk

  8. Concepts & Concept Systems • Newbie games with abusive chat are automatically flagged for intervention by mentors • Middle-upper ranked banned players serve as mentors to recover their accounts • New players are mentored through abusive chat • Players can review their game performance in relation to chat

  9. Prototype What did we design?

  10. Chat and performance history Game highlights Timeline of Kill/Death/Assists and Chat Details

  11. Strategies What is the vision? Technology support The technology to support this intervention already exists, and can be leveraged in multiple ways and across multiple platforms. Business benefits The system can help gaming platforms retain new players (often customers); it can also serve as a jumping off point for exploring how we handle abuse when we can’t prevent it in other online environments.

  12. Strategies What is the vision? Platform independent Mentorship and post-game review system works across multiple games, allowing players to uncover their “gaming style”, and better determine what strategies work for them. Turning the trash-talk into a challenge The natural state of a gamer is rising to challenges. Re-casting the verbal abuse as a challenge with the help of the in-game narrator was part of our early iterations, but didn’t make it into our final presentation because of priorities and time constraints.

  13. Thank you! Questions?

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