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Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience. (An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
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WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
WHAT IS THE MEANING OF THIS? UNDERSTANDING THE CONTENTIOUS(?) RELATIONSHIP BETWEEN VIDEOGAME PLAY AND VIDEOGAME NARRATIVE
ND Bowman
Indiana University
24 Jan 2014
Media and Interaction Lab
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
ABSTRACTVideo games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
PREAMBLE: S O RResearch Rant
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
S O R
Stimulus Response
Organism
Meaning is created here!
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
S O R
VIDEO games
• Narrative worlds
Video GAMES
• Ludic systems
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
S O R
• So, do we get to BE Batman, or do we get to PLAY Batman? Can’t we do BOTH? [NO]
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMESIU Guest Lecture
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• Games = challenge + skill
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• In video game, skill is based on our ability to control the interactivity (form + content)
• One such control is our cognitive abilities
(a few) cognitive skills found to correlate w/ game performance:
2D mental rotation3D mental rotationMoving targetingFixed targetingEye-hand coordinationFine motor skillWord completion
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• Challenge/skill balances are key to understanding how we engage activities
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• We tap our skills when we want to attain or sustain a state of flow…
• …but other “things” can also impact skill
@JenovaChen
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• Arousal can impact skill via drive: E = f (HxD)
• As drive increases, we respond with our dominant (cognitive) skill
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• Arousal from
Audience Presence!* *At high levels of difficulty, audience presence had no effect on performance because drive was maximized by task challenge!
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• Arousal from
Task Demand!
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• Interactivity is Demanding– Cognitively demanding– Behaviorally demanding– Affectively demanding– Socially demanding?
LC4MP
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMESIU Guest Lecture
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES“…games have said goodbye to the tired alien invasions and over-the-top fantasy
stories so often found in video games. Instead, they peer into the dark reaches of the very real human heart to deliver
stories that are thrilling, chilling and utterly absorbing” ~ Winda Benedetti
@WindaBenedetti
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
“Are we going to have a Shakespeare of games? A game that was told so perfectly, and so well, that 200 years later people will insist we play it exactly as it was?“ ~ Jesse Schell (2013)
“When you’re using action as a tool, it’s easy to disassociate from what that action is…with a shooter, that action is killing another person.” ~ Walt Williams (2013)
@waltdwilliams
@jesseschell
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES “Indeed, to say that one ‘‘enjoyed’’ or was ‘‘entertained by’’ a filmsuch as Hotel Rwanda would seem decidedly odd, at best” (Oliver & Raney, 2011).
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMESYou make a game
meaningful by drawing us into the
emotion …
…but you have to dial back to the gameplay to do this?
“72 percent of players who started Heavy Rain finished it … if you compare it to the industry
average completion rate, which is 20-25 percent, it's downright
astounding.” ~ Kristine Steimer
@steimer
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• So, if we don’t enjoy these media products, then what do we do with them?
• Selection is driven by a different set of motivations
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
Hey, this is really:• Arousing• Exciting• Pleasurable• Diversionary
Hey, this is really:• Reflective• Inspiring• Expressive• Meaningful
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• 97.6% fun vs. 71.9% meaningful
• “insight” as separate need• “Pleasure of Control”• “Pleasure of Cognition”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES Enjoyment AppreciationStep 1: Controls Gender -.05 -.22***
Age -.09 -.10+
∆R2 .01 .06***
Step 2: Intrinsic Needs Competence .47*** -.02 Autonomy .13* .02 Relatedness .01 .36***
Insight -.05 .58***
∆R2 .28*** .69***
Step 3: CA Identification -.08 -.01 Suspension of Disbelief .00 .03 Control .12* -.06+
Responsibility -.08 .10**
∆R2 .02+ .01+
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES
• Implications
??
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
MOVING FORWARD IU Guest Lecture
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
MOVING FORWARD
• Perspective Demand? – Assumption is that “forced
perspective” drives presence, driving up enjoyment
– Lots of (anecdotal) evidence suggesting forced perspective to be detrimental to fun (task demanding?)
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
MOVING FORWARD
Task DemandUser Agency0 = Yes, 1 = No
User Perspective0 = 2D; 1 = 3D
Performance
Presence
Enjoyment
- +
++
+-
-?
+R2 ~ 1.00
User experience drives down task demand.
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
MOVING FORWARD
• Recall Demand? – Entertainment = Enjoyment +
Appreciation– If you can’t process the
narrative, then you don’t have anything to appreciate.
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
VIDEO GAMES (REMEMBER?) Enjoyment AppreciationStep 1: Controls Gender -.05 -.22***
Age -.09 -.10+
∆R2 .01 .06***
Step 2: Intrinsic Needs Competence .47*** -.02 Autonomy .13* .02 Relatedness .01 .36***
Insight -.05 .58***
∆R2 .28*** .69***
Step 3: CA Identification -.08 -.01 Suspension of Disbelief .00 .03 Control .12* -.06+
Responsibility -.08 .10**
∆R2 .02+ .01+
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
MOVING FORWARD
Narrative Recall Task Demand
Enjoyment
Appreciation
Evaluation
+
+
+
- (?) R2 ~ 1.00-
-
- (?)
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
EPILOGUEIU Guest Lecture
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
WHAT IS THE MEANING OF THIS?
• As we try to understand the psychology of the video game experience, we have to understand our capacity to play as well as our capacity to reflect …
• …and our capacity period.
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
WHAT IS THE MEANING OF THIS?
• Not…
• …but?
Unenjoyable Very Enjoyable
Non-meaningful Very Meaningful
Very Enjoyable Very Meaningful
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
FOR MORE INFORMATION
• Nick Bowman, Ph.D. [CV]Twitter (@bowmanspartan)Skype (nicholasdbowman)[email protected]
Media and Interaction Lab
Need references for cited materials? Contact me!
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
COLLABORATORS AND INSPIRATIONS• Andrew Billings• Frank Biocca• Jennings Bryant• Mun-Yun Chung• Mary Beth Oliver• Art Raney• Ryan Rogers
• John Sherry• Brett Sherrick• Ron Tamborini• Rene Weber• Julia Woolley• [everyone mentioned
via Twitter!]