Fun And Games Presentation, Robert Grigg, University of Portsmouth, Use8 - Presentation Transcript
Event Title: “Play: The workshop” Date: 12th of September 2008 Speaker: Robert Grigg Company: University of Portsmouth Topic: “Where is fun today?” www.use8.net www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
Event Description Methods for evaluating experience within the video games industry are growing and changing at a rapid pace. The South East Gaming Symposium is an innovative workshop that brings together industry professionals and academics to understand the mutual challenges that they face within the field. The workshop format creates the perfect environment to generate a shared understanding; leveraging both academic and industry participation as knowledge co-creators in the development of robust and reliable methods for evaluating experience. *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
Where is FUN today? Robert Grigg Advanced Games Research Group School of Creative Technologies Faculty of Creative and Cultural Industries University of Portsmouth
Fun
“ We have the equation that lets you know how fun your designed title will be...”
Interested?
We can catch up for a coffee later
What Will I Be Talking About?
Problems facing Usability and Human Computer Interaction (HCI) and the Entertainment Industry
The challenge of understanding Fun
What is the current research into Fun today?
What about the Future of Fun?
Usability and HCI
Research into Usability and Human Computer Interfaces traditionally focuses on the problem of making computers:
Easy to use
Efficient at achieving their programmed task or function
Rooted in the world of business applications
Fun Research is Lonely
Monk (1999) in his preface to the first workshop on ‘Computers and Fun’ for Human-Computer Interface researchers observed,
“ What has HCI to say about fun? The answer is – very little!”
“ fun should be serious topic for research...”
Are academics fun?
Where is the Fun?
Fun is not the priority of HCI
Fun is not a component or requirement
Most research centres on achieving a task
Effectively doing your job does not equate to fun
Education and fun do not go hand-in-hand
The Entertainment Industry is just plain different
Games Industry and Fun
Industry suffers from being largely profit focused
Title development generally shies away from risk which promotes:
Popularity of sequels to successful products
Creation of titles in proven genres with proven game play mechanisms
Less likely for a company to take a big gamble on a new unproven title
Fun - Questions to Be Asked
Is fun a valid metric?
What are the components of fun?
What would be the outcomes for such a metric?
Entertainment Industry Research
The challenge is now to:
Better understand what fun is
Know how this can be designed into games effectively
Predict the fun level from a game design
Get the most out of better knowing fun
Refine the production process
Why Would It Be Nice to Know More About Fun?
Being more accurate in how a completely new game title design may equate to the final levels of fun
Actively developing fun so that the final product requires
Fewer iterations to produce an entertaining title
Achieves publisher/audience approval
Understanding Fun
“ Unless we have a detailed vocabulary with which to express and debate the cognitive features of interaction with computer games then we stand little chance of understanding why these artefacts have such appeal.” (Johnson 1999, pp105)
Is Fun Precise Enough?
Fun is a little ambiguous:
Snowboarding is fun
Is it?
Do you have experience of this activity?
Brighton is fun
Have you been there?
What makes this fun?
Sally is a lot of fun
Who is Sally?
What makes her fun?
ISO Standard for Fun (Spoof)
“ Fun : Consisting of elements of animation, bliss, buoyancy, cavorting, cheer, chuckles, delight, ecstasy, frivolity, frolicking, gags, gaiety, gladness, glee, happiness, jests, jokes, joviality, joy, laughter, light-heartedness, merriment, mirth, play, pleasantries, quips, rapture, sport , tranquility, and witticism.” (Stewart, 1996, pp1)
Note this is made up of:
Internal states
Tendencies
Physical actions
Sport?
Sport = Fun
Not always!!!
Not all sport is fun
A lot of hardcore game players would agree
Some people hate sport
Sport on a computer can be different...
Elusive But We Are Not Alone
Moraldo describes Fun as the crucial but elusive ingredient in computer games (2001)
Rogers et al. describes Fun as the essential purpose of drama (1999)
Riva describes identity creation has the Fun of dressing up as someone else (1999)
FUN - Defining
How do we define fun?
Through experience
Fun requires conscious attention...
“ Fun requires conscious attention, and often we do not want to give that when we are trying to achieve something else, any more than we want a difficult user interface to intrude on and distract from a work task.”
(S Draper 1999)
The Encounter – Lessons from Improvisation Theatre
Narrative Contract
Offer Accept Block Counter-Offer
Albert Meets El
El – she is a Druid in the World of WarCraft (WoW)
Communication Transcripts for Contracting patterns
El (Druid from WoW) WoW Chat Interface
Acceptances in WoW
Mechanisms to avoid blocks (a few examples):
Allocating Items
Rolling for items
Certain Items for certain people
Trading Items
I want that sword!
Player Classes
Certain items are for certain players
Designed to encourage acceptances?
Dice rolling mechanism for item allocation
Growing Level of Acceptances
Newbie
Lots of individual campaigns
Learning through imitation
Dealing with Levelism
Learning about who I am
Seasoned
Well skilled and coordinated groups
Well defined player roles
Low High Maturity in Game Level of Acceptances
Blocking and the Cold-Shoulder
The implicit block (silent block)
No response to a typed communication message
Travel or withdrawal from the game
The explicit block
Active blocking is often responded to with conflict
Can be quite offensive
Encourages higher implicit blocks
Encourages lower counter-offers and blocks
Three Groupings Emerge
Individual Predisposition
He/She is a lot of fun
Activity in an Environment
Snowboarding is so much fun in Austria
Individual Response to Stimuli
I had a lot of fun at the party
Basis for a Theoretical Model?
The Fun Unification Model (Newman)
Immersive Tendencies
Tendency to Become Focused (Witmer & Singer 2002)
I easily become deeply involved in movies or TV dramas
I sometimes become so involved in a television program or book that people have problems getting my attention
I am good at blocking out external distractions when I am involved in something
I sometimes become so involved in doing something that I lose all track of time
Immersive Tendencies
Tendency to Become Involved (Witmer & Singer 2002)
I frequently find myself closely identifying with the characters in a story line
I sometimes become so involved in a daydream that I am not aware of things happening around me
I am able to concentrate well on enjoyable activities
I sometimes get excited during a chase or fight scene on TV or in the movies
I sometimes get disturbed by something happening on a TV show or in a movie
I sometimes remain apprehensive or fearful long after watching a disturbing movie
Immersive Tendencies
Gaming Tendency (Witmer & Singer 2002)
When watching sports, I sometimes become so involved in the game that I react as if I were one of the players
When playing sports, I become so involved in the game that I lose track of time
I often play arcade or video games
OFTEN should be taken to mean every day or every two days, on average (Newman 2004)
Narrative Tendencies
Finding Narrative (Newman 2004)
I enjoy hearing funny stories
I do not enjoy a story with cliché plots or characters
When I am part of a spontaneous humorous conversation I would rather listen than join in
Narrative Tendencies
Creating Narrative (Newman 2004)
I enjoy making people laugh with my stories
I enjoy telling stories
My best stories are about things that have happened to me
I often exaggerate a little to make my stories more entertaining
The Fun Response
Temporal Dissociation (Agarwal & Karahanna 2000)
Time went by very quickly while I was communicating online
I lost track of time while I was communicating online
Focused Immersion (Agarwal & Karahanna 2000)
I was absorbed in what I was doing while communicating online
I noticed things going on around me while I was communicating online
The Fun Response
Heightened Enjoyment (Agarwal & Karahanna 2000)
I had fun communicating online
The interaction gave me a lot of enjoyment
I enjoyed using the communication system
Communicating online bores me
The Fun Response
Narrative Engagement (Newman 2004)
I felt I was joining in with a story in this activity/environment
I was able to participate in and contribute to the story
I was able to be spontaneous and imaginative in this activity/environment
I found it difficult to participate in the story
I found the whole idea of the story of this activity/environment a bit silly
The Fun Response
Intention to Revisit (Agarwal & Karahanna 2000)
I would like to participate in this activity again in the future
I could easily become interested in this activity/environment
I’m not really interested in what happens in this activity/environment
Experimental Results
Females
Narrative Tendency was a significant and better predictor of Fun
Males
Immersive Tendencies was the significant predictor of Fun
Male Experience
Female Experience
Medium Altered Required Predisposition
Fun is highly predictable when:
High Narrative Predisposition
Text based environments
Avatar based environments
High Immersive Predisposition
Full motion video
First person action environments
Something is NEW
Other Outcomes
People want to play
People want to hear stories
People want to tell stories
How do these happen?
Intention to revisit becomes high when all of these are present
Future Improvements
Other measurements could be used in parallel:
Observing specific behaviours
Collecting relevant physiological data
Heart rate
Galvanic skin response
Brain area activity
Impacts to How We Develop
Teams in the development process need to be made up of members with different dispositions
Closing Note
A lot of fun comes from experiencing and engaging with something new so how do we isolate this and heighten the intention to revisit
For example the multi-layered story structure to Shrek
Questions?
Robert Grigg
[email_address]
Thank you! For more information about Use8 events please visit: www.use8.net Or follow us on Twitter: www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
0 comments
Post a comment