Successfully reported this slideshow.
TA2 – Naessens & Jacobs
Researching audiences of
computer and video games
methodological approaches and
thoughts
Kris Naes...
Computer and videogames
• Technological advancements
• Growth in use / More diversified audience
TA2 – Naessens & Jacobs
0...
TA2 – Naessens & Jacobs
03/09/2009
User research in gaming studies
Dominated by:
– Focus on hardcore players
– Focus on ce...
This presentation
• Goal: comparison of use of two methods
in research project (TELEON).
TA2 – Naessens & Jacobs
03/09/2009
Project: TELEON
• 2007-2009
• Multidisciplinary (technical + social sciences)
• Academic research groups + private partner...
TELEON: research design (1)
– Chronology:
• Literature => User research in lab => Ethnographic field
study
– User research...
TELEON: research design (2)
– Ethnographic field study (in home context):
• 5 households (15 participants) received variou...
Findings / Methods (1)
• Different players: different needs
– Interviews/observation user test: first indications
– Interv...
Findings / Methods (2)
• Playing with others: fun, but…
– Interviews user test: first reaction “fun”,
but some resistance
...
Findings / Methods (3)
• Place of gaming in daily lives:
– Interviews user test: indications about time averagely
spent on...
Conclusions
• Different types of players:
– Need for further methodological refinement
– Different research approaches nec...
Questions
• ???
• Further information:
– Kris Naessens (kris.naessens@vub.ac.be)
– dr. An Jacobs (an.jacobs@vub.ac.be)
TA2...
Upcoming SlideShare
Loading in …5
×

Researching audiences of computer and video games: methodological approaches and thoughts.

602 views

Published on

Presentation for Transforming Audiences 2 (Un. of Westminster, London)

  • Be the first to comment

  • Be the first to like this

Researching audiences of computer and video games: methodological approaches and thoughts.

  1. 1. TA2 – Naessens & Jacobs Researching audiences of computer and video games methodological approaches and thoughts Kris Naessens (IBBT-VUB-SMIT) dr. An Jacobs (IBBT-VUB-SMIT) studies on media, information and telecommunication
  2. 2. Computer and videogames • Technological advancements • Growth in use / More diversified audience TA2 – Naessens & Jacobs 03/09/2009
  3. 3. TA2 – Naessens & Jacobs 03/09/2009 User research in gaming studies Dominated by: – Focus on hardcore players – Focus on certain aspects of games  Recently: broader take on subjects and methods studies on media, information and telecommunication
  4. 4. This presentation • Goal: comparison of use of two methods in research project (TELEON). TA2 – Naessens & Jacobs 03/09/2009
  5. 5. Project: TELEON • 2007-2009 • Multidisciplinary (technical + social sciences) • Academic research groups + private partners (VRT, Larian Studios) => Our input: user/player research => Focus: The experience and appropriation of games by different users TA2 – Naessens & Jacobs 03/09/2009
  6. 6. TELEON: research design (1) – Chronology: • Literature => User research in lab => Ethnographic field study – User research (in lab context): • With project partner CUO • 18 participants asked to play casual game and perform tasks in Second Life (SL) • Methods: interviews, observation during play (thinking aloud) TA2 – Naessens & Jacobs 03/09/2009
  7. 7. TELEON: research design (2) – Ethnographic field study (in home context): • 5 households (15 participants) received various platforms and games during 6 months • Methods: interviews, observations, mapping of media devices, diaries, co-creation TA2 – Naessens & Jacobs 03/09/2009
  8. 8. Findings / Methods (1) • Different players: different needs – Interviews/observation user test: first indications – Interviews/co-creation field study: insights in specific likes and dislikes TA2 – Naessens & Jacobs 03/09/2009
  9. 9. Findings / Methods (2) • Playing with others: fun, but… – Interviews user test: first reaction “fun”, but some resistance – Interviews/observations field study: skill level is key TA2 – Naessens & Jacobs 03/09/2009
  10. 10. Findings / Methods (3) • Place of gaming in daily lives: – Interviews user test: indications about time averagely spent on gaming – Interviews/diaries field study: • Appropriation of games • Absence of “warm expert” role (cf. Bakardjieva, 2005) TA2 – Naessens & Jacobs 03/09/2009
  11. 11. Conclusions • Different types of players: – Need for further methodological refinement – Different research approaches necessary • Rapid technological advancements / changes in audience: – Game research needs to adopt quickly with up-to-date methods TA2 – Naessens & Jacobs 03/09/2009
  12. 12. Questions • ??? • Further information: – Kris Naessens (kris.naessens@vub.ac.be) – dr. An Jacobs (an.jacobs@vub.ac.be) TA2 – Naessens & Jacobs 03/09/2009

×