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All a Question of Fun How can primary research into how videogames engage support design practice? John Salisbury Interaction Design Centre Middlesex University.

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Presentation on theme: "All a Question of Fun How can primary research into how videogames engage support design practice? John Salisbury Interaction Design Centre Middlesex University."— Presentation transcript:

1 All a Question of Fun How can primary research into how videogames engage support design practice? John Salisbury Interaction Design Centre Middlesex University London

2 Of Questions and answers Why are some games more engaging than others? What are the factors that determine this differential? How can we discover these factors? Which answers are likely to inform design?

3 Structure Structured Evaluation versus Primary Research DomainAnswers Remaining questions Suggested methodology –Features –Benefits So far Categories What’s left Summary

4 Structured Evaluation vs Primary Research Fulton (2002) proposes adapting methods of Applied Psychology (Usability Evaluation techniques) to address how games can be “More fun for more gamers”. Useful for tuning a design once primary design decisions are made. Theories which support designers during conception can be drawn from literature. Propose specific theories be developed which directly support conception.

5 Domain

6 Answers Malone (1982) –Children –Challenge, Fantasy, Curiosity Kim et al. (1999) –Strategy & RPG –Cognitive Fun, Perceptive Fun Kline & Arlidge (2003) –Counter-strike and EverQuest –Warriors, Narrators, Interactors, Strategists

7 Remaining Questions How does a player’s social awareness determine which games they find entertaining? To what extent does the immediate situation of play affect a player’s engagement with certain games? In what ways do individual players differ in the games that entertain them? How does a player’s mood affect their perception and possible engagement with games? How can the design features of a game support engagement?

8 Suggested Method Grounded Theory (after Glaser and Strauss, 1967) was originally conceived to generate theories relating to a complex area of sociology. Glaser and Strauss resisted the traditional view that science should be concerned with validating theories, where the origin of those ‘grand’ theories is uncertain. They claim that the methodology can be applied to almost any domain. We wish to generate a theory about a complex issue. GT promises to be a good candidate methodology. GT cycles through: data collection; coding; and theorising.

9 GT Features SystematicInductiveIterative –Theoretical Sampling –Theoretical Saturation Comparative

10 GT Benefits Systematic = Transparent Inductive = Generative Iterative = Flexible –Theoretical Sampling = good coverage –Theoretical Saturation = economical Comparative = generalised

11 So far Configuring the instrument Initial interview data collected Loose ‘Open Coding’ performed Initial Theoretical Sampling dimensions formulated Infant theory created

12 Categories 3 phases of engagement –Before play –1 st Encounter –During play and repeated play Situational Context vs minimum playing time

13 What’s left? Recode Further interview iterations Observational iterations Consultation with designers Writing

14 Summary Identified the major question Selected a good research instrument Initiated the research programme Developed some interesting early results Would the design community benefit?

15 Questions?

16 Pub?

17 I think I owe some of you a beer


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