Fun And Games Presentation, Robert Grigg, University of Portsmouth, Use8

50 %
50 %
Information about Fun And Games Presentation, Robert Grigg, University of Portsmouth, Use8
Design

Published on March 23, 2009

Author: Use8.net

Source: slideshare.net

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...”

“ We have the equation that lets you know how fun your designed title will be...”

Interested? We can catch up for a coffee later

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?

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

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?

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

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

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?

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

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

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)

“ 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?

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

“ 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...

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)

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)

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

Narrative Contract

Albert Meets El El – she is a Druid in the World of WarCraft (WoW) El took Albert on a tour Narrative Contracting Observational examination of: Live Gameplay Interaction Communication Transcripts for Contracting patterns El (Druid from WoW) WoW Chat Interface

El – she is a Druid in the World of WarCraft (WoW)

El took Albert on a tour

Narrative Contracting Observational examination of:

Live Gameplay Interaction

Communication Transcripts for Contracting patterns

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

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?

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

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

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

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?

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

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

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)

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

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

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

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

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

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

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

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

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

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

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

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

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]

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 ..

Add a comment

Related presentations

Related pages

University Of Portsmouth | LinkedIn

View 89224 University Of Portsmouth posts, presentations, ... am now a Doctor of the University at Portsmouth ... Fun And Games Presentation, Robert Grigg, ...
Read more

Fun & Games | LinkedIn

View 1884 Fun & Games posts, presentations, experts, and more. ... Owner at We R FUN Games Past VP Customer Relations at We R FUN Inc Education Pierz MN, ...
Read more

Stealth Sniper 2 - Full Game Walkthrough (All 1-4 Missions ...

More Games: https://goo.gl/I7XlST http://m.108game.com/
Read more

University of Leicester in the Media for August

University of Leicester in the Media for August. ... and Dr Mark Button of the University of Portsmouth. ... Dr Jonathan Grigg,University of Leicester, ...
Read more

2015 Conference | Friday, July 31, 2015 - Association for ...

Friday, July 31, 2015. Time: ... Description | The panel examines gender presentations, ... University of Portsmouth, Emily Rollie, ...
Read more

Welcome! [bookalltt.ru]

Welcome!
Read more

bn46111512 by Bridgton News - issuu

... and get them in front of Issuu’s millions of monthly readers. Title: bn46111512, Author: Bridgton News , Name: bn46111512, Length: 28 pages ...
Read more

Kingswood Association News May 2015 - Issuu

... Kingswood Association News May 2015, ... University of Portsmouth. ... Cardiff University. Jonathan Roberts. Gap Year.
Read more