How Do Researchers Choose Commercial Games for Study?

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    How Do Researchers Choose Commercial Games for Study? - Presentation Transcript

    1. How Do Researchers Choose Commercial Games for Study? Katrin Becker
    2. Background
      • How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)?
      • Study the masters.
      • How to define ‘successful’ game?
    3. In the good old days..
      • Studied what we had
      • Reported on the games we knew
      • Wrote about interesting things we discovered about the games we were already playing
    4. But now....
      • Over 50,000 games
        • ( http://www.gamestats.com/ reports almost 58,000)
      • ~ 3000 titles released in 2008
      • So much choice
      • Begs the question...
    5. Why this game?
    6. Why Should We Care?
      • Games Studies still building academic credibility
      • Speaks to generalizibility of studies
      • If you make a claim: where’s the evidence?!
    7. What I did
      • Meta analysis
      • 2003-2006 and 2007-2008
      • Looked at papers featuring 1 or a few games
      • Looked at whether they explained and why this game was chosen.
    8. What I DIDN’T
      • Judge worthiness of game chosen
      • Assume that no explanation = no thought
    9. What I found out How people used the game: the mod or embellishment of an existing game Mod more general discussion or study which uses a game as evidence, or to illustrate a point Example people using the game, or some other aspect where the game is the tool Apparatus a certain kind of game rather than people using the game Typical any game or all games (the study looks at the game rather than people using the game) General 4% 4% 33% 40% 19% 2003-2006 3% 3% 8% 75% 8% 2007-2008 Of those papers examined
    10. Does report have references to support claims about validity of rationale for game choice. (i.e. the qualities necessary for a suitable game for this study)?
      • 2003-2006: 15% (yes, but only one gave more than a single reference)
      • 2007-2008: 6% yes, 8% yes>1 = 14% total
    11. Does report have references to support for claims that chosen game meets specified criteria?
      • 2003-2006: 4% yes
      • 2007-2008: 3% yes
    12. Was there any mention of games not chosen or description of unsuitable games?
      • 2003-2006: 2% yes
      • 2007-2008: 0% yes
    13. Was there any mention of any structured methodology for the game choice?
      • 2003-2006: 2% yes
      • 2007-2008: 0% yes
    14. Some sample reasons...
      • We’re already using it
      • It is the most popular
      • It is typical
      • It has what I need for my study
      • Has an in-game economy
      • Have played it for a long time
      • Typical of Japanese games
    15. Some sample reasons...
      • Embodies movement moreso than most other games
      • Because of its story
      • Narrative & open-ended
      • A game with significant fantasy element
      • Good game
      • Prior work
      • Often the explanation is simply one that claims the game is of the sort needed for this study.
    16. Nothing has changed
    17. Who Cares?
      • Speaks to
        • Credibility
        • Fitness for purpose
        • Generalizability
          • Mario & Assassin’s Creed are both violent games.
            • (yeah, right)
    18. What is Needed?
      • Justify why THIS game
      • Provide evidence supporting the claims we make about the qualities of the game that we have determined are necessary to our study
    19. Questions / Discussion
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