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ADVT: The social experience of gaming Paul Cairns [email protected]

ADVT: The social experience of gaming Paul Cairns [email protected]

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

ADVT: The social experience of gaming

Paul [email protected]

Page 2: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 3: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

What experiences do games offer?

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Page 4: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

User Experience, Paul Cairns

Where is the Science?

UX Personal Unique Subjective

Science Generalisable Repeatable Objective

Page 5: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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Page 6: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 7: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 8: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Using stories

Where to focus? From holism to design? Need analysis– Holism lacks teeth

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Page 9: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Social experience of gaming, Paul Cairns

Reductionist

Analytic approach to experience Partition up elements Measure Compare

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Page 10: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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Page 11: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Measures of GX

Immersion GEQ CEGE All have questionnaires!

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Page 12: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Immersion

Commonly talked about Various formulations Jennett, five factors:– Emotional involvement, cognitive

involvement, real world dissociation– Challenge & control

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Page 13: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 14: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 15: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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Page 16: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Is social play GX or something else?

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Page 17: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 18: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 19: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Immersion and social context

3 experiments Using IEQ for immersion Manipulation:– playing computer– playing online– playing colocated

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Page 20: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Hayley Martin, UCL

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Page 21: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 22: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Matt Day, York

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Page 23: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Results

Immersion more online than against computer

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Page 24: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Tom Perryman, York

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Page 25: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 26: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

Further work?

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Page 27: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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Page 28: ADVT: The social experience of gaming Paul Cairns paul.cairns@york.ac.uk

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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