Monday, 26 October 2015

CHIPLAY 2015: London, UK

At the beginning of the month CHI Play took place in London, and I think I've just about recovered :-) The papers should be accessible to the public for a whole year from here so make sure to check them out. Anna Cox and Paul Cairns chaired the conference, while I served as local arrangements chair - while there were probably a few challenging moments along the way, it was all worth it in the end. I also learnt an awful lot and promise to never take conference organisation for granted again!

The conference kicked off the workshops on Sunday, where I helped run "The false dichotomy between positive and negative affect in gameplay", co-organised with Max Birk, Regan Mandryk and Dan Johnson. The workshop came out a discussion we had earlier in the year at CHI2015 about the lack of nuance around the concept of negative affect within gameplay experiences. We had a great mix of participants and some intense discussions about why we engage in gameplay we don't always enjoy and how the gameplay experience is often about a mix of emotion - whether this results from engaging in darker themes and/or overcoming failure and frustration. And we got through an awful lot of post-its (below) :-) We're hoping to continue developing ideas around this theme but in the meantime you can find the submissions to the workshop here - thanks to Sharon Steinemann, Elisa Mekler, Stefan Rank, Carina Westling and Fraser Allison for their thoughtful contributions!


At the main conference, in the pretty impressive venue "The Light at Euston", I presented our paper Removing the HUD: The impact of non-diegetic game elements and expertise on player involvement (Iacovides, I., Cox, A., Kennedy, R., Cairns, P., and Jennett, C.). There has been some previous work on looking at game interfaces and diegesis but not a lot of empirical work examining exactly how different types of elements actually influence the player experience. If you're not sure about the distinction between diegetic/non-diegetic check out this very helpful video :-) Our findings suggest that the removal of non-diegetic elements, such as the heads-up display (which usually isn't part of the game world), was able to influence immersion in expert players through increasing their cognitive involvement i.e. attention and sense of control.We only looked a single-player FPS game though so there is lots of scope to extend work in this area to look at particular types of non-diegetic/diegetic game elements and how they influence involvement across a whole whole range of contexts.

(photo from @elisamekler)
 
The session I was in at the start of the conference had really interesting talks from Dan about how different types of social play relate to wellbeing, Max on how self-esteem relates to gameplay experiences, while Alena Denisova presented work which found that the placebo effect also applies to games - if you tell people that the game they are playing has adaptive AI (even though it doesn't), they find the game more immersive as a result...  There were so many great talks over the course of the conference, some of the others I particularly enjoyed included Tom Cole making a distinction between functional and emotional challenge in games, David Zendle presenting research which suggested - despite media concerns - that higher graphical fidelity actually decreases players access to aggressive concepts while amore abstract version of the same game increased access; Peta Wyeth discussing flow during individual and cooperative gameplay (when playing the very cute Droppit - see below); Vero Vanden Abeele reminding us that not all games are equal and quality matters in game-based assessment; Jason Bowey talk about the ways in which leaderboards can be manipulated to influence the player experience (positively and negatively); Mike Sheinin discussabout fatigue and skill development in the rather fun small based exertion game Jelly Pollo; while I think Alexandra Samper-Martinez and colleagues at the University of Lincoln have carried out the longest social network game ethnography (3 years) that I'm aware of! I was also impressed by Pryce Davis who was presenting a paper he wasn't actually an author on because his colleagues couldn't make it - the research led to some interesting insights on games that teach programming to young students and employing gender oriented cultural forms


In addition, I was intrigued by the work Fraser presented on how players respond to different types of voice interaction - the fact that some uses of voice command in games are more diegetic e.g. shouting "charge!" when playing Ryse: Son of Rome and others less so e.g. shouting "show map" at the screen in Tomb Raider, may be one way to explain why players preferred some forms of voice interaction over others. Admittedly this doesn't apply to all the examples mentioned e.g. Fifa14, but there could be scope here to think more about what roles players take on - and perhaps jump between - in each of these games in relation to how they interpret the commands they are giving. 

Another particular highlight for me was Sharon's talk on increasing donating behaviour through a game for change.The work focused on Darfur is Dying and looked at how presentation mode (text, text with pictures, game) and level of interactivity (no-interaction e.g. reading or recording, interaction e.g. text with choices, gameplay) influenced donating behaviour. They found that while there were no differences for presentation mode, the interactive gameplay version was most likely to increase donations. I liked this work partly because it provides evidence that can games for change can make a difference compared to other media but also because the authors found that appreciation (rather than enjoyment) mediated donation behaviour. So while participants did enjoy the interactive conditions more, the increased donations were due to how thought-provoking or meaningful they found they experience. This seems to build on a growing area of serious experience in games, something which we contributed to earlier in the year. It's a direction I'm keen to explore more so I'll be making sure to look at the scales they used and keep an eye out for future work!

(photo from @MattWood)

In addition, we had a great mix of excellent keynote speakers who covered a range of topics. The conference started with Mark Barlet from AbleGamers who provided lots of insight into the experiences of disablied gamers and how games can help improve quality of life. He also pointed a the Includification site as a useful resource for game designers. On the second day, Yvonne Rogers from UCLIC  gave a great overview of the work she has been involved in which adopts a playful approach, often involving physical computing systems such as the VoxBox questionnaire system (above), to engage people and communities in different ways. Jo Twist from Ukie then ended the conference with an overview of the state of the UK games industry - it's great to know someone who is as passionate as she is about games is a champion for the industry. Speaking of which, we also had some really good industry talks and I particularly appreciated how Heather Stark from Kinran who not only engaged with the conference throughout by asking thoughtful questions but in her presentation reflected on the relationship between academia and industry, as well on the liminal zone between experience design and product management.

 (photo from @Spotless)

On top of all that, it wouldn't have been right if we didn't have some actual games to play at the conference and this year we were spoilt for choice! At the Light, one of our sponsors, Spotless ran a game competition where people needed to achieve the highest score in the Super MarioWorld on an old school NES (above) for different prizes, while Microsoft set up a comfortable play area for attendees to play a range of Xbox One titles during the breaks. We also had further games as part of the Come out and play track, including Sacred Harvest, where you use the Playstation Move controller to appease the gods in various rituals, and Taphobos, which is described as "an immersive coffin experience" i.e. it's a two player games that involves one of you putting on an Occulus Rift and getting in an actual coffin...

(photo from @pingualoty)

There was also the evening reception at Senate House (above), which hosted both the work-in-progress posters and the student game design competition entries. Charlene and I managed to get around most of the games, which were just as impressive as last year :-) CHI Plague ran throughout the conference where, through QR code scans, teams of "earthlings" and "aliens" competed to protect their ranks by forming social connections at the conference. Some of the other entries I particularly enjoyed were Matsya (a simple yet beautiful game inspired by the Hindu Flood Myth) who won runner-up, Alaska Steve (where you use the Occulus Rift to look ahead and neutralise obstacles in the environment before the main character gets to them) and Talk about Sex (a multiplayer mobile phone game that encourages young people - and quite a few academics! - to engage in discussions around sex and intimacy). The very entertaining Beam Me 'Round Scottie won first place, as well as the people's choice award (below) - it's a two player game where one of you controls the main character, a captain on a Star Trek style away mission and the second is the engineer helps you out by supporting you (e.g. providing a shield wall to protect from attacks).  In terms of the posters, I wish I'd had more time to go round and see more of them but I did have particularly good discussion with Carlos Mauricio CastaƱo Diaz about his work on how hypothetico-deductive reasoning skills develops in MOBAs. I think there are some potential parallels here with previous studies we've done on player strategies, while in general it's great to see more research that looks at how people learn through play. 


All in all, the conference and the reception were a lot of fun and it was great to find out about so much interesting work that is going on in the area. Thanks to Anna, Paul and all the organisers for making it a fantastic conference - I'm already looking forward to CHIPLAY 2016 in Austin next year :-)

Wednesday, 6 May 2015

CHI 2015: Seoul, South Korea

Last week I was in Seoul for CHI 2015, where overall UCLIC had a really good year and some great talks. With respect to my own work, I presented my paper with Anna Cox on "Moving Beyond Fun: Evaluating Serious Experience in Digital Games" on how we evaluated the games that were entered into our persuasive game design competition for students. Not much work has been done around this sort of thing, so we developed a method that involved expert judging, play-testing with interviews and post-play emails to establish which of the entries was most likely to lead to reflection on human error and blame culture within the context of healthcare. In the paper we argue that our methods allowed for a consideration of domain relevance and potential to lead to reflection (expert judging), gameplay experience and engagement with competition themes (play-testing and interviews) and longer term resonance (follow-up emails). While you can find the games entered into the competition here, the winner, Nurse's Dilemma serves as a great example of how a one-off uncomfortable gaming experience can lead to reflection on previously taken for granted assumptions about responsibility and blame within healthcare. 

I also went to the workshop on diverse perspectives on players which was a great opportunity to talk about player research, methods in the area (including case studies), and challenges the area is facing, such as ecological validity, conceptions of gameplay, plus the need to operationalise key terms and to agree on definitions! We ended up drawing a road map of our discussions - see pic below, where we really did end up with karaoke :-)


There were quite a few games sessions at CHI, though I was a little annoyed that one of them clashed with the session I was in, plus I missed the alt.chi talk on Games Against Health but I guess that just means there is more to add to my reading list! I'm also going to have to add the work-in-progress paper It Was Sad But Still Good: Gratifications of Emotionally Moving Game Experiences by Julia Ayumi Bopp and colleagues as it sounds intriguing. Of the talks I did go to, there was a lot of interesting work presented including Alena Denisova on 1st vs. 3rd person perspectives and immersion, Rodrigo Vicencio-Moreira on techniques for player balancing in FPS games, Daniel Johnson and Lennart Nacke on characteristics of MOBA gameplay, Peta Wyeth on differences between playing cooperative games with avatars (people) and agents (AI characters) and Sauvik Das on comparing linear and open world game structures.

I particularly enjoyed Melodie Vidal's talk about The Royal Corgi, a game that uses eye tracking as a mechanic (see video below). Basically, you play a character in medieval England who wants to gain favour in the royal court by becoming a trainer to the King's corgi and you have to convince other characters in the game that you are worthy of the job - and where you look will matter as some want you to look them in the eye (but not at their wife) and others expect deference and a lowered gaze... The idea seemed quite novel, where eye tracking was able offer an additional channel of communication and I was particularly interested in some of the strong reactions the game provoked.



Chris Preist also gave a really good talk on using gameplay as an extrinsic motivator for learning, in this case as a way to encourage teenagers to revise for their Mathematics GCSE exams. They adopted an approach based on free-to-play games in a game that was like Clash of Clans where instead of having to make micro-payments to get resources and speed up the game, the students had to take a revision test. The students were allowed to play the game when they liked over three weeks and the findings indicated that those in the game condition improved significantly more those in the quiz only and control conditions - plus, the game condition students spent more time on the revision quiz than the quiz only group. Further, the qualitative data suggested it was at the expense of their normal gaming time. While there are some potential issues to consider - it could be argued that revision is not the same as having to learn new content, and it's not clear whether an intrinsic game could lead to larger learning gains or whether this approach would sustain revision over longer periods of time (see below) - but all in all it came across as a relatively simple way to get students to do more revision, which, in the authors words, is already "associated with the extrinsic motivation of passing an exam"!




With respect to the rest of the conference, the game competition has got me thinking a lot more about reflection so I made sure to go along to other talks that I thought might be relevant. Some of the highlights include Geraldine Fitzpatrick considering reflection in relation to food waste and highlighting the emotional dimension of the process (something which I'm not sure if always discussed), Eric Baumer introducing conceptual dimension of reflective informatics (relating to breakdown, inquiry, and transformation), and Jeffrey Bardzell highlighting how research through design can contribute to knowledge (through invoking experiences rather than representing reality). I'm getting quite intrigued by critical design but I do feel like I haven't quite got my head around it yet, so while I missed the talk, so I've put Pierce et al's paper on Expanding and Refining Design and Criticality in HCI on my reading list as well. 

I also enjoyed Ben Kirman and Shaun Lawson's talk that presented the quantification of pets as a case study that, through speculative design fiction, was essentially a critique of the quantified tracking movement. Besides getting a man in a dog suit to walk on stage, they presented a number of speculative design fictions, such as a dog collar that can tell you whether your dog is happy or sad and a way to track cat movements in gardens through their microchips (see quantifiedpet.com for more details!), which they presented to focus groups consisting of pet owners an animal behaviour experts. While the owners mostly really liked the ideas behind the designs as they wanted to understand their pets more, the experts raised important concerns about the scientific basis of these technologies and how they might actually undermine the bond between animals and humans - particularly since that bond at least partially relies on human beings being able to interpret complex animal behaviour. So there was lots of food for thought here in relation to both trying to quantify pretty much everything but also in terms of using design fictions within research. 


To close the conference we had Psy as the final keynote speaker but while he gave a rather humble, honest and engaging talk about the explosion of Gangnam Style, and the conference centre was in the Gangnam district, I'm not entirely sure it had much to do with HCI... In general though CHI gave me lots to think about (and to read up on!) and Seoul was a great city to visit - I'm glad I made sure I had a little extra time to explore :-)

 View from the National Museum of Korea

Monday, 12 January 2015

PhD Journal Articles

I'm pleased to announce I now have two more papers published on my PhD research. The first article, "Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding and Involvement" is in Human Computer Interaction and focuses on the case studies I carried out how they resulted in a theory of the relationship between learning and involvement within the context of games. The theory is represented as a set of 14 claims that relate to: micro and macro involvement; breakdowns and breakthroughs in action, understanding and involvement; progress; and agency, meaning and compelling game-play. In particular, the paper emphasises the ways in which players experience learning via breakthroughs in understanding, where involvement is increased when the player feels responsible for progress. We also argue that supporting the relationship between learning and involvement is vital for ensuring the success of commercial and educational games. (You can also find out a bit more about the methods I used in my 2013 DiGRA journal paper: "Making sense of game-play: How can we examine learning and involvement").

The second article, "The Gaming Involvement and Informal Learning Framework" is in Simulation & Gaming and provides a good overview of the three studies I carried out in and also presents the GIIL framework as the culmination of all my findings. Essentially, the framework is able to account for both how and what people learn from gaming while also highlighting the influence of player identity. Further, the iterative relationship between identity, involvement and learning is emphasised: the more strongly someone identifies themselves as a gamer, the greater their micro and macro-level involvement and the more likely they are to learn from their gaming experiences. This is represented in the figure below (taken from my PhD thesis and also reprinted within the article).



Technically these articles are still in press but both journals have put them up online before print. It's great to have them out there and see all that hard work come together :-)

Monday, 10 November 2014

CHI Play 2014: Toronto

Last month I went to the first CHI Play conference in Toronto - and it was fun :-) The full papers from the conference are openly available for a short time only so make sure to check them out here.

On the Sunday I took part in the somewhat provocatively titled "Participatory Design for Serious Game Design: Truth and Lies" workshop organised by Rilla Khaled, Mina Vasalou, Vero Vanden Abeele, and Maarten Van Mechelen. Participatory design (PD) is something I've recently become more interested in and our submission "Designing Persuasive Games through Competition" was about how PD influenced the organisation of the competition I ran at UCL earlier this year and some of the tensions that arose during the whole process. The workshop was a great experience as I got to meet a load of interesting people and to hear about different types of PD game research. And I learnt that defining PD, while a good learning experience, isn't particularly easy!


On the following day, I presented our paper on Player Strategies: Achieving Breakthroughs and Progressing in Single-player and Cooperative Games (Iacovides, Cox, Avakian & Knoll, 2014 - thanks to Anna Cox for the photo below!). The paper resulted from two UCLIC MSc projects I supervised and the conference also gave me a chance to catch up with Tom Knoll, one of my co-authors who is now at Amberlight. The paper builds upon my PhD work by looking at the types of strategies players use in an attempt to overcome breakdowns and breakthroughs. In single-player games, we found players use trial & error, experiment, stop & think, repetition and take the hint, while in coop games this extended to also include knowledge exchange, guidance and surrendering control/taking over. My favourite design suggestion from this work came from co-author Ara Avakian who suggested incorporating a "Quantum leap mode" in coop games but you'll have to read the paper to find out more about that :-)


In related work, Conor Linehan spoke about "Learning Curves: Analysing Pace and Challenge in Four Successful Puzzle Games", where learning curves refer to the structure and pace at which challenges are introduced to the player. We discussed how there might scope to combine our work as it would interesting to see how these learning curves actually map on to what players actually experience - particular in relation to more and less "successful" types of game. Essentially, it would be worth finding out out whether you see similar patterns of breakdown and breakthrough around the introduction of different mechanics and whether different types of learning curve lead to different types of strategy.

Some of the other highlights of the conference related to considering the design process e.g. Kathrin Gelring and Bob de Schutter presenting a framework for Gerontoludic design; Mina Vasalou reflecting on cultural appropriation when designing a Day of the Dead game for children; and Chad Richards considering the importance of context in developing gamification systems. Other highlights related to understanding game play practices e.g. Nicole Crenshaw highlighting the complexity of naming practices in online games; and Marcus Carter focusing on the use multiple screens to play different games at the same time. Meanwhile Zachary Toupes' categorisations of different cooperative communication mechanics (environment modifying, automated communication, immersive, expressive, emergent and attention focusing) got me thinking about how these forms of communication might relate to different kinds of player strategies.

There were also multiple presentations on games being used for different purposes such Michael Cristel discussing the development of a game for teaching children about the Cognitive Triangle concept of feelings, thoughts, and behaviors and Zachary Fitz-Walter discussing the gamifying university orientation (with mixed results). At a more meta-level, I also enjoyed Marcus' second presentation on paradigms in HCI game research and I'm definitely planning on looking at the paper in more depth. In addition, there was also quite a large industry presence at the conference, where I particularly liked the idea of "guerilla techniques" for user testing mobile games (e.g. at a hot dog stand) by the team from Scopely.

The keynotes were both delivered by people in industry, though I have to admit being a little disappointed by Mike Ambinder from Valve. His talk was titled "Making the best of imperfect data" and though he talked a lot about methodologies (e.g. user testing, data analytics) he mainly seemed to be lamenting the vast amounts of data he has access too and the constraints of not being able to do "proper" research in a commercial environment. Perhaps it's the result of having a background in experimental psychology (which I have too!) but it sounded like what he mainly wanted was the ability to measure everything, tools to automate data analysis and to magically remove all forms of bias. Which is fine, I guess, but I'm not really sure about the specifics of what he was wanted to find out and a lot of "why" questions he did seem to be asking a (e.g. rationales for player choice) really felt more suited to - dare I say it? - qualitative research...

In contrast, Jason VandenBerghe, Creative Director at Ubisoft, did a really good job of showing how he had engaged in research in this area and managed to use it in a positive way. Based on work such as the Big 5 personality traits and Self Determination Theory (SDT - recently applied to video games) he presented the "Engines of Play" - this is basically a tool for considering player motivations over time and for communicating with his team. His talk clearly outlined a problem space, involved some great game examples, suggested areas for further improvement (e.g. what about players drives such as "collecting"?) and managed to be entertaining as well :-)


Oh, and I almost forgot the student game design competition! This was a really quite an impressive showcase - there were games about privacy, sexual health, and even poetry while there were plenty of multiplayer opportunities e.g. a quest game involving IRC chat (and a lot of arguing!). The winner of the competition was a very cool looking game called OHR that took place in a Machinarium inspired world and required the use of physical electronic components. Below is a photo of Anna Cox enjoying a game where you have to shout into a mobile phone mic to avoid on-screen obstacles :-) Also, in the poster session, as part of Citizen Cyberlab, Anna presented some work on RedWire, a re-mixing tool for game design.


All in all, CHI Play was a good experience - and I'm sure I've missed loads out! I'm really looking forward to next year, where it looks like I'm going to be helping organise next year's conference in London :-)

Monday, 3 November 2014

Serious experience in games

This post has been in my draft folder for ages - I actually forgot it was there for a while but I finally came back and finished it off.
 
So, I've been thinking more and more lately about game-play that is engaging but not exactly your traditional idea of "fun". Tim Marsh calls this sort of thing "serious experience" and points out it can be quite a good way of raising awareness and getting people to think about various topics. In terms of the recent competition that I organised for CHI+MED, I was hoping that some of the entries would go in this direction, and it was something I think the winner - Nurse's Dilemma - managed to achieve. I'm probably going to say a bit more about the competition and the judging process at some point but for now I want to focus more on the commercial games I've been playing and how they've been able to provide compelling game-play that deals with serious topics in different ways.

Possibly the first example I came across, quite a while ago now, was Hush (below). Hush was created back in 2007 by USC game design students Jamie Antonisse and Devon Johnson. Set 1994 Rwanda, during a Hutu raid on a Tutsi community but instead of being a soldier, the player takes on the role of "Liliane", a mother trying to hush her child to sleep. If the lullaby falters, the baby begins to cry, and the Hutu soldiers will discover their hiding place. This is a short but tense rhythm game that is effective in conveying a sense of dread - playing it not only affected me on an emotional level but made me want to find out more about the context it was set in. Hush has been described by Jonathan Belman and Mary Flannagan as providing "a viscerally engaging experience of the value of empathy" and critiqued as a vignette by Ian Bogost.



More recently, I played Papers, Please, after downloading in on Steam. This is a rather different sort of game, set in a fictional eastern European country where you play a border control officer. Game-play consists of checking an increasing number of documents and making sure there are no inconsistencies between the information they provide and what people say. It's a difficult game but after you get the hang of the initial mechanics, it's strangely compulsive. At the end of each day you get a summary screen where you realise your wages don't exactly go very far (see below). So before you know it, you start to appreciate the "I was only following orders’ defence” as you struggle to provide for your family. There is humour here but the intriguing narrative and game mechanics create an experience that got me thinking about another controversial subject matter - immigration, on the side of both the immigrants and border guards!



The last game I'm going to mention is Gone Home. There has been some debate over whether this is an actual game or not, but it felt like a game experience to me and one I was definitely engrossed by. You play Kaitlin Greenbriar who returns home one stormy night in the summer of 1995, after a year abroad to find there is no one home. Apart from a cryptic note from her sister Samantha, it's not clear what's happened so all you can do is explore the big old spooky mansion your family moved in while you were away to find out what's been going on. Note: spoiler alert below!


The strength of Gone Home is in it's narrative and I'm a sucker for a mystery that needs solving... Plus, I knew enough about the game to know zombies weren't going to jump out at you or anything. That said, the Fullbright team did a great job of creating a sense that something was about to happen...  I have never come across a game that even attempted to deal with a direct LGBT storyline, let alone one that managed to do it in such a sensitive way. Perhaps I'm biased, but the narrative resonated with me in a personal way that's just not happened when I've been playing a  game before. Playing it made me very glad that there are people out there who are experimenting with games as a medium and tapping into a broad range of human experience.

Monday, 6 January 2014

UCL Student Game Design Competition

Calling all student game designers!!! Do you believe that games can be more than just a bit of fun? Is designing games your thing? Do you think games can contribute to the understanding of science? If this sounds like you, we’d love to see you at the Persuasive Games Competition


The CHI+MED project (which involves researchers from Queen Mary University, City University, Swansea University and UCL) is inviting teams of students to design a game that will be made freely available on errordiary.org. Prizes will be awarded at the final showcase, including £1000 for first place, £500 for runner up and £500 for the people’s choice. Get started by registering here for our kick-off event, which will be taking place at UCL on Feb 1st 2014. The event is only open to students (at any level of higher education, from any institution, and in any area) so student ID will be required. At least one member of each team must have attended the kick-off to take part in the competition. Please check out the details on the website (including the sources of inspiration) and make sure to share the link with others.  

Thursday, 19 December 2013

Failing in Games at Aarhus University

 Last month I was invited to present at the Aarhus University's Interacting Minds mini-conference on "Failing and Confusion in Games and Gaming" along with Jesper Juul, Dennis Ramirez and Charlotte Janasson. Thanks to Andreas Lieberoth for the invite and organising a seriously interesting day :-)

Mine was the final talk of the day, where I presented some of my PhD research on Investigating Game-play: Are Breakdowns in Action and Understanding Detrimental to Involvement? (see pic below). You can find my slides here. I'm waiting to hear back about a journal paper we put together on the findings but in the meantime you can check out my DiGRA paper on why I did not find physiological data to be useful for identifying breakdowns and breakthroughs in game-play. My main argument was that action and understanding breakdowns will contribute to involvement when the player feels responsible for overcoming them but that they will decrease involvement if they take too long to overcome or have major consequences e.g. a loss of progress. There was some interesting discussion in the Q&A afterwards around defining involvement, whether "positive engagement" is a helpful term, the importance of triangulation and how we can avoid players getting into "negative cycles" where breakdowns don't lead to breakthroughs. While I think my work can help explain when certain breakdowns are likely to disrupt involvement, I think there is still plenty of scope to consider how and why some players are able to avoid these negative cycles and others don't.

(Thanks to Andreas Lieberoth for the twitpic)

In terms of the other presentations, I was glad to hear more about some of Andreas' initial work on Quantum Moves (a citizen science game) where they investigated player motivations e.g. in terms of fear of failing i.e. trying to avoid looking bad or achieving mastery challenges. While they chose a different focus, there is definitely some overlap with some work I presented at CHI this year in relation to the Citizen Cyberlab project, looking at why people chose to play citizen science games. I'm definitely looking forward to Andreas visiting next term so we can get into some more discussion about our research.

Jesper then kicked off the main talks by discussing failure in games (he's also written a book about the topic called the Art of Failure). Amusingly, he got different people in the audience to try out Super Hexagon and China Miner - I think I lasted about 10 seconds in the latter! Juul argued that while failure can be a source of learning, it's still an unpleasant experience and pointed out that there is a bit of a paradox going on here - normally we want to succeed but when we play games we seem to be seeking out experiences where we will fail (at least part of the time). I wonder though about how you define failure? I don't think all breakdowns are necessarily failures, often they are part of the challenge, or quickly overcome, whereas the word failure seems to indicate something more serious. What was really interesting was how when he pointed out how games can promise to repair some sort of inadequacy in us, but it is an inadequacy the game actually created in the first place! I think I'm going to have to read his book to get more to grips with the various paradoxes and philosophical arguments outlined in the talk but Jesper also suggested failure in games differs from real life as games offer a certain amount of plausible deniability e.g. "It's just a game", "It wasn't fair", or even "I wasn't trying that hard in the first place". I have thought about "its not fair" comments before - I see them as an indication that involvement has been disrupted, since the player sees the game rather than their own actions as being at fault - but either way I think they indicate a serious breakdown has occurred as player are essentially distancing themselves from the game.

Dennis' talk on his PhD research followed similar lines but he focused a little more of what failure means for learning and educational games. He pointed out that only 20% of players actually reached the end of Hitman Absolution (and apparently only 10% of players will see the end of any game) and argued that it's important to consider the metric being used to assess success within a game. Dennis also discussed various approaches to using games and assessing them - from chocolate covered broccoli e.g. Math Blaster to thinking about model based assessment e.g. Schaffer's epistemic frames. I particularly liked how he pointed out that we can't always infer competence from completion and when he discussed more recent approaches to evaluation that relate to "big data" (though also stressed the importance of talking to players too). For instance, he talked about some work going on at Wisconsin-Madison that was looking at heat maps in terms of how different players move through the game. The fact that progress doesn't always guarantee learning is something I've considered in my PhD research i.e. you can achieve action breakthroughs without understanding (though chances are these will be less satisfying) but it was good to hear more about what that means in terms of assessing learning from an educational point of view.

Charlotte provided a different perspective with her talk on Learning from errors in education. While not focusing on digital games, she provided an interesting account of failure in real-life settings, in this case a vocational school. She made the argument that while not exactly a game, school isn't quite real-life either and vocational schools offer a sort of real-life work game - where failure is considered part of the learning process. Charlotte used an example of the students learning how to clean, cook and prepare flounder (apparently very tricky!). She noted that the instructors treat the school as a practice space where errors are ok, but not if they are made as a result of knowledge you should have acquired already. Further, it seems that developing expertise is about becoming more skilled at paying attention and knowing what to pay attention too. Her talk got me thinking about my work on CHI+MED and errors within a healthcare environment, where I've been interested in how nurses are trained to use infusion devices. But, if errors are an unavoidable part of work practice and learning from them can help you become an expert, then how on earth do you go about supporting this process in an environment where the consequences of errors could literally be life or death?! I guess using a pump isn't normally that complicated but I do wonder about what sort of knowledge nurses have and how they develop expertise in this context.

Overall it was a really good day and it got me thinking a lot about games, failure and errors in the workplace. It was a great opportunity to talk to attendees at the event, catch up with Andreas and Yishay Mor, and enjoy lots of discussion afterwards when we went out for a lovely meal in Aarhus :-)

Monday, 13 May 2013

CHI 2013 (Part II) - Citizen Science, biometrics, gamification@work and student games

So on to part two. Apart attending a workshop, I also presented a poster at CHI: Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations (see below). The poster is based on some work being carried out as part of the Citizen Cyberlab project that Charlene Jennett and Anna Cox are involved with. The paper reports on the findings of a set of pilot interviews that Cassandra Cornish-Trestail carried out with people who play citizen science games - in this case, Foldit and Eyewire. The answer to the question in the title is no, game mechanics didn't seem to attract volunteers but, in addition to tools such as chat facilities and forums, they do help to sustain involvement over time. Essentially, the people who play these games are already interested in science, they aren't gamers. In addition, what game mechanics allow for is greater participation in a range of social interactions while also providing ways in which to recognise volunteer achievements as being meaningful. I really quite enjoyed chatting about the poster and luckily there were quite a few interested people to chat too :-)



I got to meet Elaine Massung a researcher from Bristol who was involved in the Close the Door project - where they were investigating motivations around crowdsourcing to support forms of environmental activism. Interestingly, their work suggests that game mechanics such as points can actually decrease motivation for some people. I also met Anne Bowser, a PhD student from Maryland University who presented the PLACE (Prototyping Location, Activities and Collective Experience - see below) framework for designing location based apps and games earlier on in the conference. I enjoyed hearing about Anne's work with on floracaching (a form of geocaching) and how they developed the Biotracker app - a serious geocaching game for citizen science that encourages players to gather plant phenology data. I'm hoping to be able to use at some point in the UK too!


Anne presented at the session on game design, where I also got to hear about Pejman Mirza-Babaei's work on Biometric storyboards. Unfortunately, Pejman couldn't make the conference but his supervisor Lennart Nacke was there to present the paper. I first became aware of Pejman's work during my PhD and it was really nice to see how far it had come. I'm not a big fan of biometrics, I didn't find the raw data I collected to be useful in relation to identifying game-play breakdowns and breakthroughs within my case studies but the tool that was presented during this talk was pretty cool. It allows for designers to consider the what they want players experience to be (see below) and provides a neat visualisation of the GSR (galvanic skin response) and EMG (electromyography) data that can them be compared with what was intended. The fact the Pejman also compared using this tool with a classic user testing approach (alongwith a control group) was great too and the results indicated that the BioST approach did lead to higher game-play quality. However, I do have some questions about the work carried out, even after reading the paper. The main thing I'm not sure about is whether the BioST approach took more time than the standard gamer user experience approach. This is important, as I know from visiting Playable games, there isn't always a lot of time to get some feedback and provide suggestions to designers. There weren't actually that many differences between the BioST and Classic UT approach, is the former really worth it if it takes a lot longer? I was also unsure about how the tool dealt with artefacts such as movement - does the researcher have to manually clear these up and how long does this take? Finally, I noticed that the BioST tool allowed for player annotations where it looks like players were asked to review a recording of the game-play session and add their comments but I'm pretty sure the classic UT condition didn't also do this... Considering this is what I asked my participants to do and I got a lot of rich data from it, I wondered whether the conditions really were a fair comparison - could the player reviews have been helpful without the biometric data? Nevertheless, I do like that the tool presented does not consider biometric data alone as I think it's important to give player's a voice too. Also, I think the way in which the biometric data was visualised provided designers with a powerful tool for interpreting play experiences so I'd be keen to see more research like this.


Later on I attended the Gamification@Work panel, which has a really interesting mix of people including Sebastien Deterding and a number of people from industry. I particularly liked Sebastien's emphasis on ensuring that autonomy isn't taken away from people when using gameful approaches at work. He also provided us with some quotes from games journalists which clearly indicated how when you have to do something for work, even playing games, the activity can lose it's appeal. I took a lot of notes in this session as it got me thinking about how I would design a game (or gamify a task) but I'm still mulling over these. The people from industry also had some insightful contributions to make but I couldn't help coming away from the session a little concerned about how game mechanics can be used to track performance and manipulate people into behaving in different ways. Why does this make me uncomforatble in relation to work but less so in relation to education or promoting health? Some interesting questions were also raised at the end and while measurements may be important for showing improvement (or lack of it) it's important to remember that not everything can be reduced to metrics.

Other highlights from the latter part of the conference include the student game competition - the quality of games was seriously impressive and I'd really quite like to check out a few of them including Machinneers (a lovely looking puzzle adventure for children stealthily teaches logical thinking, problem solving and procedural literacy), ATUM (an innovative multi-layer point and click game) and Squidge (a really cute game controller that monitors player heart rate - see below); the Women's Representations in Technology panel - again a seriously interesting mix of people and perspectives which got me thinking about feminism and how gender isn't necessarily binary; Razvan Rughinis' paper on badges in education - where he discussed badge architectures and how they can be used to chart learning routes; and finally Bruno Latour's keynote - I have to be honest and say I did not find this the easiest talk to follow but I'm sure it got my brain working! There are definitely other people who have got a better handle on it than I do (e.g. J.Nathan Mathias).


It was a huge conference and in addition to the other talks I haven't mentioend, there are also a few sessions I didn't get to go to so I've also got paper on persuasive games and behaviour change to my reading list. In general though, the conference gave me lots to think about especially in terms of how I want my own research to continue, especially in terms of considering games in relation to my work on CHI+MED, which there may be more to say about later on...

Saturday, 11 May 2013

CHI 2013: Paris (Part I) - MOMA, games and learning, game players and the Games SIG

Last week I went to CHI in Paris - it's been a while since I've been to a major academic conference and I seem to have gotten out of the habit of blogging so I thought I would use this as an excuse to get back into it :-) Plus there was a lot of game sessions that have got me thinking.


It all started last Sunday with the MediCHI workshop. This was a good opportunity to talk to about the work I'm doing on CHI+MED, with respect to medical device safety, and to meet others in the field. The main conference started on Monday with a keynote from Paola Antonelli from MOMA. She gave us an overview of lots of intriguing design projects that MOMA has exhibited and while no specific HCI challenges were made explicit during the talk, I was reminded about how technology, including games, can make people think. Particularly interesting examples include PIG 05049 (Christien Meindertsma) and the Menstruation Machine (Hiromi Ozaki/Sputniko!). She also mentioned their recent games collection - extra points for the inclusion of Passage :-)

In terms of the game-related talks, Erik Harpstead discussed an educational game they had developed (a single player physics game called RumbleBlocks - see below) and how they used metrics to assess learning as part of the ENGAGE project. A toolkit was presented for logging game events and that allows for a replay of game-play so player behaviour can be analysed further. This toolkit seems like it could be really useful but my main question was whether collecting this type of logging data can actually account for situations where players progress but without gaining any real understanding of the principles behind what they are doing. This concern was partially addressed during the talk when the replay analysis indicated that the gameplay mechanics actually contravened one of the learning goals (where students were not lowering the centre of their structures, even though they were building one with wider bases and that were more symmetrical). The misalignment between content and gameplay was seen to potentially explain why there was not a difference between pre and post-test regarding centre of mass and also suggested that the game needs to be redesigned to remedy this issue.


Derek Lomas' talk on optimising learning and motivation in educational games through using crowdsourcing techniques also got my attention. What was particularly interesting about this study was the huge amount of data collected (one study has 10,000 participants the other 70,000 - all who played the online math game Battleship Numberline) and the questioning of the inverted-U hypothesis regarding challenge and engagement. Basically, flow theory suggests that if something is too easy, boredom will occur and if it is too hard, you'll get frustration - so a moderate amount of challenge would be the most engaging. However, the findings from Derek's work actually suggest that people find spent the most time playing when the challenge level was lowest thus indicating that  easier challenges are more engaging . Further, the studies indicated there is a trade-off between engagement and learning i.e. you can't have both... I'm going to have to read the paper for more details but there are several points here that I'd like to consider further. First, I'm questioning whether the length of time spent playing is a good measure of engagement (especially when children might be playing these games during school time - who is controlling the length of play if that is the case?). The terms engagement, motivation and enjoyment were all used interchangeably but I'm not sure they can all be reduced to amount of time spent playing. Surely I can enjoy something I play for less time more than something I might play for longer (e.g. if my motivation was to kill time)? Secondly, I want to look at how well integrated the game mechanics of Battleship Numberline are with the learning content - mainly because I don't like the idea that there needs to be a trade-off between engagement and learning! Further, given Jake Habgood's work on the importance of integrating game mechanics, flow and learning content I don't think there has to be. Finally, the authors also suggested that novelty might be more important than challenge in relation to engagement. This was particularly intriguing as I don't think it's something that has been explored in the literature on games and learning and I'm guessing there might be quite a lot to it.

Within the same session, Stephen Foster talked about designing diverse and sustainable educational games that support competition and meta-cognition. Inspired by the way Chess and Starcarft II players relfect and review their game-play, Stephen presented a game called CompetitiveSourcery based on the pre-existing CodeSpells platoform. The game requires players to compete by designing "spells" in java and using them against each other. Three users were observed over two months as they prepared as a team for a tournament - this included playing the game but also discussing strategies, bebugging each other's code and updating a team wiki. In general, this was a good example of tapping into both micro and macro involvement for the purposes of learning but I was surprised not to see any mention of Gee's discussion player affinity groups that exist around games (though Gee is mentioned in the paper). Plus, the idea that teachers should consider meta-level activities isn't entirely new (see Paul Pivec's BECTA report for the importance of the meta-game) while encourgaing discussion through having a tournament has been done before (e.g. research on Racing Academy). Also, while Stephen makes claims about the sustainability of this approach, there is always going to be an issue concerning whether all players will actually engage in the meta-level activities to the same extent. I'm not sure how you address that though...

There were several other game related sessions including Max Birk talking about the relationship between controller type and personality and Jeff Huang talking about patterns of game-play and skill in Halo. For both these talks I wanted a bit more detail on the methods so I'm going to have to add them to the pile of post-CHI papers to follow-up. In relation to the former, I was a little confused about the relationship between my "real" self, my "ideal" self and my "game" self as I'm not sure any of these can be static constructs but there may be some interesting differences to explore here (do standard controllers really make gamers more neurotic?). In relation to the latter, an awful lot of logging data was collected but I was a little disappointed that "patterns of gameplay" was more about how long people play for and how often than it was about gameplay strategies (but that's only because I'm more interested in player strategies!). Other highlights included Nicholas Graham discussing a tabletop game where one person plays the game and the other orchestrates the experience in real time i.e. builds levels and obstacles. This reminded me a little of Sleep is Death but Tabula Rasa seemed a bit more light-hearted in it's approach to foster open-ended creativity. Tamara Peyton (see below) then spoke about the alternate reality game I Love Bees and showed how leadership emerged from team-play. Interestingly, the players spontaneously used military terms and take on different roles within the team which she classified as General, Lieutenant and Private. I particularly liked that she emphasised that disjuncture can be as important as flow - essentially we should also be thinking about what it means to fail and how failing isn't necessarily a negative experience.


I also attended the SIG on Games and Entertainment and was pleased to see that there really is quite an active games community at CHI. Katherine Isbister and Regina Bernhaupt led the session but handed over the reigns of the SIG to Magy Seif-El-Nasr and Heather Desurvive. The topics that came up ranged from needing to foster links between industry and academia, introducing further games courses at next year's conference, and discussing other venues for games research. It was clear that while some people were interested in the user experience side and methods for assessing game-play others where interested in using games as research tools e.g. for the purposes of collecting data. Regarding the latter, there was a suggestion that there might be a workshop or course next year with a focus on how you might evaluate this kind of large-scale data but I think that will depend on whether someone volunteers to run it! I enjoyed the session overall and found a good way to see the range of game-related interests across the CHI community.

Ok, I think that's enough for today. There is still plenty more to write but I'm going to have to leave it for another post! For now I'm going to leave you with a pic of Charlene Jennett hugging a bear to make one jump on screen :-)


Friday, 3 May 2013

My PhD thesis

My thesis is finally available via ORO: Digital Games: Motivation, Engagement and Informal Learning.  I've included the abstract below though please feel free to get in touch if you have any questions or comments :-)

This thesis investigates the relationships between motivation, engagement and informal learning, with respect to digital games and adult players. Following the reconceptualisation of motivation and engagement (as forms of micro and macro level involvement respectively) three linked studies were conducted. In the first study, 30 players were interviewed via email about their gaming experiences. The resulting set of learning categories and themes drew attention to learning on a game, skill and personal level, which arose from micro-level gameplay and macro-level interaction with wider communities and resources. The second investigation consisted of eight case studies that examined how involvement and learning come together in practice. Participants were observed in the lab during two gameplay sessions and kept gaming diaries over a three week period. A method for categorising game-play breakdowns and breakthroughs (relating to action, understanding and involvement) was developed in order to analyse several hours of gameplay footage. The previous categories and themes were also applied to the data. The findings suggested a relationship between macro-involvement and player identity, which was further investigated by a third survey study(with 232 respondents). The survey helped to establish a link between identity, involvement, and learning; the more strongly someone identifies as a gamer, the more likely they are to learn from their involvement in gaming practice. Four main contributions are presented: (1) an empirical account of how informal learning occurs as a result of micro and macro-involvement within a gaming context, (2) an in-depth understanding of how breakdowns and breakthroughs relate to each other during play, (3) a set of categories that represent the range of learning experienced by players, and (4) a consideration of the role player identity serves with respect to learning and involvement.

Tuesday, 21 August 2012

"In The Game? Embodied Subjectivity in Gaming Environments"

It really has been ages since I last used this blog. Good news is I have finished the thesis! Viva passed, minor corrections and the final submission due at the start of Sept :-) I will make sure to post a link to it once the final version has been approved.

The last few months have been stupidly busy - I also started a new job at UCLIC - but I have managed to get some game-playing in. There are some thoughts I'd like to get down about those soon but for now I just wanted to post a video of my friend Rob Farrow presenting a paper we wrote together at the Philosophy and Computer Games conference earlier this year. There's some points he makes about meaning and choice that I'd like to think about more - particularly in relation to Skyrim and Mass Effect 3.

But for now, here's "In The Game'? Embodied Subjectivity in Gaming Environments". Thanks Rob :-)



UPDATE: We also had a longer journal article published in Philosophy & Technology, which you can find here.