Gaming Ethnography: How to
Discern and Evaluate Player
Experience
Jeremy Pesner
“The Pezman”
What is this about?
Player experience obviously very important for games
Whether designer, researcher or general enthusiast
Clarifies what players enjoys/dislikes about the game
Can also be used with finished games to derive clearer
understanding of what makes them work
It’s easier than you might think to make a mistake…
For Those Who Don’t Know…
Ethnography (eTH nägrəf )ˈ ē
(noun) The scientific description of the customs of
individual peoples and cultures
Various levels of interaction with those you’re studying -
may speak with or silently observe subjects
Generally qualitative
People study anything from native cultures to patient
interaction in hospitals to fan communities
Studies may last for years
Gaming
Typically used for
interaction in virtual
worlds/MMOs
Ethnography frequently
analyzes communities
(rather than individuals)
Can help to understand how
players interact with each
other
Grounded Theory
The process of theory-building through data gathering
In contrast to many social studies of the time, which
sought to validate existing social theories (e.g.
Marxist theory of class)
Glaser & Strauss (1967), Charmaz (2006)
Don’t let prior assumptions guide your thinking - rely
on the data
Codes and Categories
“Codes” - Small, tangible ideas observed through data
Nothing to do with computer code
“Categories” - Groupings of codes that come together
to form a major aspect of the data
“Theory” - Establishing relationship of categories to one
another through thorough understanding of data
Seems vague, but actually very powerful if you do it right
Example
Ethnography site: MAGFest (because why not?)
Codes: Arcade cabinets, costumes, merchandise,
band performances, alcohol, camaraderie
Categories: Video game cultural artifacts, celebratory
practices
Theory: MAGFest is an event where people come to
have a good time and enjoy video game culture
Let’s Give It a (very
expedited) Shot
Remember, observe the data (the player, their actions)
Ask specific, focused questions (not “did you have
fun?”)
Encourage them to provide more data than less
What Did We Learn, Class?
Basic codes?
Any categories?
Are we excited to learn more?
This IS possible to beat
(I did it.)
Let’s Do It Again!
Did it go better?
One More Time!
Getting the hang of it?
And that’s gaming
ethnography
Conclusion
Ethnography & Grounded Theory are powerful tools for
games and other digital programs
More formal than “observe and figure out”
Can help to build a vocabulary of player actions and
reactions
Can help game designers to develop their games in
response to what they know players know
That’s all, folks.
jp659@georgetown.edu

Ethnography

  • 1.
    Gaming Ethnography: Howto Discern and Evaluate Player Experience Jeremy Pesner “The Pezman”
  • 2.
    What is thisabout? Player experience obviously very important for games Whether designer, researcher or general enthusiast Clarifies what players enjoys/dislikes about the game Can also be used with finished games to derive clearer understanding of what makes them work It’s easier than you might think to make a mistake…
  • 3.
    For Those WhoDon’t Know…
  • 4.
    Ethnography (eTH nägrəf)ˈ ē (noun) The scientific description of the customs of individual peoples and cultures Various levels of interaction with those you’re studying - may speak with or silently observe subjects Generally qualitative People study anything from native cultures to patient interaction in hospitals to fan communities Studies may last for years
  • 5.
    Gaming Typically used for interactionin virtual worlds/MMOs Ethnography frequently analyzes communities (rather than individuals) Can help to understand how players interact with each other
  • 6.
    Grounded Theory The processof theory-building through data gathering In contrast to many social studies of the time, which sought to validate existing social theories (e.g. Marxist theory of class) Glaser & Strauss (1967), Charmaz (2006) Don’t let prior assumptions guide your thinking - rely on the data
  • 7.
    Codes and Categories “Codes”- Small, tangible ideas observed through data Nothing to do with computer code “Categories” - Groupings of codes that come together to form a major aspect of the data “Theory” - Establishing relationship of categories to one another through thorough understanding of data Seems vague, but actually very powerful if you do it right
  • 8.
    Example Ethnography site: MAGFest(because why not?) Codes: Arcade cabinets, costumes, merchandise, band performances, alcohol, camaraderie Categories: Video game cultural artifacts, celebratory practices Theory: MAGFest is an event where people come to have a good time and enjoy video game culture
  • 9.
    Let’s Give Ita (very expedited) Shot Remember, observe the data (the player, their actions) Ask specific, focused questions (not “did you have fun?”) Encourage them to provide more data than less
  • 10.
    What Did WeLearn, Class? Basic codes? Any categories? Are we excited to learn more?
  • 11.
    This IS possibleto beat (I did it.)
  • 12.
  • 13.
    Did it gobetter?
  • 14.
  • 15.
  • 16.
  • 17.
    Conclusion Ethnography & GroundedTheory are powerful tools for games and other digital programs More formal than “observe and figure out” Can help to build a vocabulary of player actions and reactions Can help game designers to develop their games in response to what they know players know
  • 18.