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All a Question of Fun

This study delves into primary research on what makes some video games more engaging than others, identifying factors, methods, and benefits to inform design practices. By comparing Structured Evaluation and Primary Research, the study aims to uncover key insights and propose theories supporting game design. Domain answers from experts in psychology, child development, and gaming offer valuable perspectives. Utilizing Grounded Theory methodology, the research explores player variations, mood effects, and design features impacting engagement levels, with the goal of creating a comprehensive theory to benefit the design community.

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All a Question of Fun

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  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 • Domain • Answers • 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 • Systematic • Inductive • Iterative • 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 • 1st 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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