ADVT: The social experience of gaming Paul Cairns
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 Cairns3
User Experience, Paul Cairns Where is the Science? UX Personal Unique Subjective Science Generalisable Repeatable Objective
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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 Cairns7
Using stories Where to focus? From holism to design? Need analysis – Holism lacks teeth Social experience of gaming, Paul Cairns8
Reductionist Analytic approach to experience Partition up elements Measure Compare 9
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Measures of GX Immersion GEQ CEGE All have questionnaires! Social experience of gaming, Paul Cairns11
Immersion Commonly talked about Various formulations Jennett, five factors: – Emotional involvement, cognitive involvement, real world dissociation – Challenge & control Social experience of gaming, Paul Cairns12
GEQ (unpublished) An all encompassing measure During and after modules Seven factors: – Sensory & imaginative immersion, tension, competence, flow, negative affect, positive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 Cairns13
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 Cairns14
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Is social play GX or something else? Social experience of gaming, Paul Cairns16
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 Cairns17
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 Cairns18
Immersion and social context 3 experiments Using IEQ for immersion Manipulation: – playing computer – playing online – playing colocated Social experience of gaming, Paul Cairns19
Hayley Martin, UCL Social experience of gaming, Paul Cairns20
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 Cairns21
Matt Day, York Social experience of gaming, Paul Cairns22
Results Immersion more online than against computer Social experience of gaming, Paul Cairns23
Tom Perryman, York Social experience of gaming, Paul Cairns24
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 Cairns25
Further work? 26Social 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