Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

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, 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.  

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...

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.

Wednesday, 26 October 2011

ECGBL 2011 - Athens

After rearranging flights to avoid the air traffic control strike, I made it to Athens last week for the 5th European Conference of Game Based Learning. Not everyone was so lucky but I was pretty impressed with the conference organisers for managing to make sure the conference went ahead and that we all were looked after so well whilst we were there. It was a bit surreal having to avoid the crowds of protesters on the way to the conference venue and trying to make sure we didn't get caught up in any of the running battles with riot police on the way back... We did avoid the worst of it (which, on the first conference day involved ducking into a restaurant for a little while until the trouble outside died down!) with only piles of burnt rubbish around the city to remind of us of what was going on (see below).


Oh, and t-shirts like this :-)


In terms of the conference itself, I am very glad I managed to make it as it was a great opportunity to meet up with people I had met before, like Alex Moseley from Leicester and Jantina Huizenga from Amsterdam and to talk to new people about games and research like Magnus Johansson and Kimmo Oksanen. In terms of the talks, one of the highlights came from Carlo Fabricatore from the University of Worcester, UK and Ximena Lopez from Initium Studios, Italy introducing the area of sustainability games - something I also know my OU friend Stefan Kreitmayer who I went to the conference with was very interested in (since he is working on creating collaborative games that deal with climate change issues). The presenters provided a good rationale for how games are able to support problem solving and systems thinking, and a review of some of the existing games you can find online. The review revealed that there is definitely room for improvement as there aren't a lot of games out there that consider sustainability in terms of environmental, economic and social issues, or that actually allow for emergent complexity. Further, a lot of these games seem to be directed at children so there it would be interesting to see more of them aimed at adults. While it wasn't the focus of the presentation, it also made me wonder how you might be able to evaluate this sort of systems thinking within a formal educational context.

Another talk I enjoyed, came from Matthew Jewell, a game designer from Rosetta Stone which produces language learning tools. He presented a game called Prospero which includes speech recognition software so players can practice their grammar (see below). This was pretty interesting because the game is part of a portal of flash games that are directed at different levels of language learning and it made me think a lot about intrinsic/extrinsic motivation and integrating game mechanics with learning. Prospero is a neat little game that gives players points for pronouncing the correct sentences and utilising a treasure hunting mechanic to allow players to choose a task, which also provides further reward to the player. I think you can also compete with other players if you want. On the surface, this seems to go against a lot of what is discussed in the literature (the importance of intrinsic motivators etc) but in reality I can see how it's a really effective way to get players to practice what is a essentially a dull task (learning correct grammar) in order to become proficient at it. Further, the only way to progress in the game is to pronounce phrases accurately and I can see how variable reward (in the form of finding treasure) can provide help provide the sort of "stickiness" that Matthew was aiming to achieve. And at this level of learning at least, it does seem like it will help make the player more likely to practice. I'm not entirely sure how Rosetta Stone evaluate their products (or if they want to share that info!) while I'd be curious to see some of the other games in the portal and how they work, especially since the Rosetta blog suggests: "once you gain a little more confidence, you can progress to one of our conversational games, like Identi or Chatonium." I guess I'm curious about whether the gaming mechanisms evolve along with the learning complexity. In general, I really enjoyed talking with Matthew about games as he pointed out things like how casual games can be ignored by game-based learning research in favour of more complex solutions and he made me think about how maybe the lines between the extrinsic and intrinsic motivation are more blurred than we sometimes like to think!


My own session on breakdowns and breakthroughs experienced during game-play went ok too, and seemed to generate some interest. I'm actually going to do a seperate blog post on this as I'd like to introduce my research a bit more as I'm realising that it's not something I've been too explicit about on this blog. I've recently taken up some part time work on a project about digital scholarship which has made me think more about openess and what that might mean so I think it will be interesting to be actually put some of my work out there, especially in relation to what I have presented at recent conferences. In general though, the questions I got were interesting and gave me plenty to think about in terms of writing up my thesis.

There were a couple of other interesting talks, such as Lorenzo Romeo's talk on reflective flow, which got me thinking about whether games really do support experiential learning or whether we tend to use the term to describe active learning i.e. learning by doing - can learning in the context of game-play really be seen as a "direct encounter with the phenomenon being studied"? (this relates a little to conversations I've had with Rob Farrow about how embodiment relates to games); and Colin Lemmon giving a really interesting insight into all the problems designers face when trying to develop and get funding for serious game applications. The keynotes also provided food for thought with Nikolaos Avouris providing an useful introduction into the use of games in museum contexts (and how their is really a lot of improvement here in terms of the educational value they actually provide and tapping into more social  and mobile experiences - e.g. contrast Play with the Frieze, where you have to match pairs of pictures of the frieze at the new Acropolis Museum; with Ghost of a Chance at the Smithsonian American Art Museum). Sara de Freitas also gave a talk on the Gamification of Life which provided an interesting overview into the work the Serious Games Insitute is doing and the challenges of doing work in this area. Unfortunately, the conference was a bit pressed for time at this point so it was a bit of whirlwind tour but I would have liked to have heard more about the evaluations carried out. Also, I'm a little confused about her use of the term gamification as it seemed to be used as way of referring to anything involving games (as opposed to the DiGRA gamification session definition of using game-elements in non-game contexts i.e. not whole games) so it would have been interesting to find out why she applied the term to the work that she discussed.

All in all, it was an interesting couple of days and I really benefitted from the chance to talk to other researchers about games and games research. I think I did see a bit more of the questioning I felt wasn't there at ECGBL 2008, though it was a shame there were quite a few people that couldn't make it so - depsite the fantastic efforts of the organisers, it wasn't quite the experience it could have been. I also think that the conference would benefit from tightening up the review process a little (perhaps by adding an additional reviewer?) as there were a couple of things that surprised me a little in the presentations e.g. the use of the somewhat outdated and unpopular term "edutainment" (though as in any international conference, translation might be an issue here). I'm also very glad I got to see Athens after the protests as the lively and historically amazing city that it is so will leave with a photo of the Acropolis from my hotel room :-)

Wednesday, 21 September 2011

DiGRA 2011: Hilversum (Part 2)

The next day started just as well as the first with a keynote from Suzanne de Castell and Jen Jenson titled "Playing with fire: Libertarian ludolgies" (see below). They have done a lot of work over the years investigating technology and gender issues in terms of access, equity and design, with their latest research indicating that many of the "facts" we take for granted about gender e.g. girls dislike competitive play, are actually artefacts of novice play. In fact they were able to alter play styles by setting up conditions for girls to become experts and replicate these across different sites. Suzanne and Jen went on to highlight issues such as neoliberal tolerance for misogyny and violence (e.g. where expert female player try to hide their gender instead of having to deal with a barrage of abuse from other players - see Fat, Ugly or Slutty for examples and an attempt to deal with this sort of thing), the need for researchers to go beyond describing how things are and think about how to change them for the better and considering games within a wider media landscape. They suggested that we need better theories of ludic epistemology that recognise the intrinsic value of games and play; to develop innovative methods and interventions by also considering the role of the researcher plays in the process of investigation; to engage in more accountable design so we're not just producing better goods and reflecting society but using games to persuade and foster identity building; and finally they stressed the importance of critical intellectual discussion within the area. I think they said a lot of things that needed to be said, and I particularly liked the point made about shoddy research which claims to make predictions but really just describes the status quo, hence the need for critical debate and more rigorous research. Also, their perspective is hugely important in an area which often sees games and technology as "boys' toys" and I'm pretty sure their plea for researchers to think about change was at least one of the fires they wanted to set. 


After that I went along to an interesting match on identity in massively multiplier games which reflected some of the issues mentioned in the earlier keynote. Arne Schröder talked about how game spaces tended to be predominantly white, straight and male, and while there was some experimentation with gender and sexuality it was more a kind of "identity tourism" than a genuine attempt at role-playing. He also gave examples of female and gay players who had left guilds due to sexist and homophobic remarks. Nick Taylor echoed some of this when he talked about "sex-swapping" as opposed to real attempts to "gender-swap" within games. He also made some interesting points about how identity shouldn't be seen as a singular construct with a one-to-one mapping between player and avatar, especially given the fact that players often have more than one avatar they use. Further, it seems that adopting different genders and/or sexualities tended not to be seen as transgressive play but as part of expert behaviour where the player was seeking to explore as much of the game as possible.

I also went to a match on values between Rilla Khaled and Jonathan Belman. Rilla talked about work carried out with Pippin Barr, where they examined the cultural values expressed in the Sims 3 and Fallout 3. They wanted to see whether these games embodied individualistic or collectivist value systems and found that while they expressed a mix of both, they tended to be more individualistic. I thought this might have something to do with the culture the designers came from, and would be quite interested to see how it would differ if looking at games directed and non-western audiences. Jonathan is doing his PhD on empathy in games and he spoke specifically about the http://www.valuesatplay.org/ project which developed a card system to guide the design process. Students were asked to pick different Grow-a-game cards (link also leads to free online version) consisting of a game verb (e.g. singing), a value (e.g. liberty), and a social issue (e.g. homelessness) and given the task of creating a game within these constraints. I hadn't realised it but one of the games to come from this project was Hush, where you play a Tutsi mother who must try and calm her baby during a Hutu raid. Apart from introducing an approach to value conscious design, the match also indicated how games are not value neutral, regardless of whether designers realise it or not.

During the day there was a also keynote from Antanas Mockus Å ivickas, who is served as mayor of Bogota, Columbia. Now this seems pretty random, and it is because he's carried out all sorts of wacky and wonderful stunts whilst elected in order to promote change and improve the lives of day to day people. For instance, he hired hundreds of mimes in order to reduce traffic violations, dressed up as "Supercivico" to serve as a role model for civic behaviour and using a symbolic vaccine to reduce intra-familial violence. His talk highlighted the importance of considering legal, moral and social concerns when it comes to improving citizenship and harmonising the law (see below) and indicated how playful activities really can make a difference. All very inspiring!


After this I attended a roundtable on gamification, which was helpful in part as it provided an overview of the CHI gamification workshop. Despite the fact that many of the applications seemed directed at promoting "good" behaviours e.g. reducing environmental impact, gamification worries me because it reminds of badly designed edutainment - as it seems to involve slapping on a game-layer in order to get you to do something. Surely we've been trying to get away from this sort of extrinsic motivation? Also, as was raised during the session, some of these things might change behaviour in the short term but what about long term impact? The panel were pretty good and pointed out that there are HCI researchers who are interested in intrinsic motivation and a more phenomenological perspective. Plus, Dan Dixon suggested that we should move away from the term gamification (and its negative connotations) and use gameful design as an alternative (see pic below). It's clear this is a growing area of interest so it's something worth keeping an eye on, as I have a feeling we're going to have to sift through a lot of bad examples before finding out how to successfully use "game design elements in non-gaming contexts" in a way that doesn't feel like manipulation. Also, when it comes to things we have real trouble with, maybe we need all the help we can get, whatever form it's in. 


My match was on learning was next, with Pilar Lacasa who was speaking about the use of machinima based on Spore that students produced in biology classrooms. It seems the curriculum is more flexible in Spain so teachers could focus on supporting the development of digital literacies rather than having to assess whether playing Spore and creating machinima led to a greater understanding of biology. It was interesting to see some how different students approached the project, especially when they blended game-play footage with that of the real world. My talk seemed to go ok, though I had an awful lot to explain in about 10 minutes. The paper I submitted was more concerned with introducing the method I developed for my main case study approach, rather than on presenting findings, so most of the questions were about the set-up. Though I did like the fact that when I mentioned Sharples work on breakdowns and breakthroughs a lot of people seemed to write it down! So what games did I use? (I allowed participants to choose during the first session, but then asked them to play something they usually didn't in the second). I seemed to adopt quite an experimental setup, didn't that conflict with trying to tap into the wider context of game-play? (While I did use a lab - because I couldn't sit around people's houses! - I did not carry out a controlled experiment and tried to make sure it was as comfortable as possible). Were there any differences between what I observed in the lab and what was recorded in the diaries? (The diary reports on game-play were much less detailed, and the lab sessions probably did "prompt" game-play). I also got asked about my research questions (which revolve around the role of breakdowns and breakthroughs and identifying learning beyond learning how to play) and about how I identified involvement and did I try to measure it? Short answer, no I didn't try and measure involvement. Though we did try and use physiological data in order to do identify it, this turned out to be much harder than we originally thought and not something that could be done during observation, as originally hoped. So most of the breaks were identified from the post-play interview transcript and now we're trying to figure out how to triangulate that with the physiological data.

After this there was a bit of rant from game scholars about various things - Mary Flanagan spoke about how few women there are in the games industry (see below); Frans Mäyrä complained about the media constantly asking about the detrimental effects of games (suggesting games are actually not dangerous enough!); Maggie Greene had a go at established academics for not using the power they have to improve the situation for grad students (e.g. by getting involved as public intellectuals to promote the area), especially in a climate of reduced employment funding; Espen Aarseth stressed the importance of rigorous reviews and constructive criticism; which was echoed by Suzanne de Castell who also ranted about the fact that we tend to think of gender as a binary construct and we should be careful to avoid "hostile research" which makes assumptions based on bad theory and backs them up with bad methods e.g. all RPG players are depressed and anti-social. Mary Flanagan then followed this up with a keynote on critical play and designing games from a social justice perspective (see below). She was PI of the Values@Play project so there was mention of using games to promote specific values and with respect the holy grail of educational research - transfer. I really liked that she mentioned that a lot of game design produces extrinsic motivation and referenced a study where children were found to spend less time drawing when they were given rewards for the activity. She also suggested systems thinking reveals that big shifts come from small incremental ones, and concluded with a quote from Jane Goodall: "The greatest danger to our future is apathy".


I think that just about covers it! I did also catch the last half of the session on Minecraft where some children were being interviewed on stage whilst they showed us round the game they had set up along with one of their parents (who I think also taught at the University). It was really interesting to hear them talk about the game and what they had built - an impressive replica of Helm's Deep. At one point they were asked whether they thought they could "win" the game, to which one of them responded that perhaps you could if you mined everything! Given all the talk about values of the conference I couldn't help but wonder what that meant about in terms of what they were taking from the game... There was also some talk about how they would often look at YouTube videos for inspiration about what to create in the game, but I think only one of the older ones posted videos himself. They definitely seemed to get a lot of of the experience and their own Minecraft community too.  


So all in all it was quite an inspiring couple of days and I'm very glad I went. Thanks to the organisers for putting on a great conference and to everyone else who took part; including the students of the Utrecht School of Arts who had their exhibits on display during the event. Below is a photo of me and Jantina playing a student developed game called Fingle - if you have an iPad I recommend you check it out!


Oh and for further impressions of the conference, check out those videos:

Tuesday, 26 October 2010

Jane McGonigal's sermon on Productivity

On Sunday I went to a talk organised by the School of Life. They called it a sermon, it also took place in a what I think what used to be a church hall, and there were hymns. One of the hymns was Video killed the Radio Star, but we did actually have to stand up and sing along. It was all a bit random really in quite an enjoyable way and the reason I went was so I could hear Jane McGonigal talk about Productivity and games. 

She started off by talking about how a lot of our ideas about what it means to be a productive member of society are based on a combination of protestant work ethic (God wants us to be busy) and the rise of capitalism. Which seems to ultilmately lead to a lot of guilt when we end up doing things that don't seem to produce anything. So in this light, playing games for hours on end is really just a colossal waste of time, right?

Well, maybe not. After getting to write down a to-do list and then make it into a paper plane to throw into the audience, she went on to talk about the research she's done and how four things seemed to keep coming up in relation to question what do games produce; whole hearted engagement, hope for success, opportunities to develop social bonds and a sense we can be part of something bigger than ourselves. But if that's not enough for you, her findings actual map on quite well to research being carried out that focuses on positive psychology - the sort of psychology that focuses on how we can be happy rather than on all the things that can go wrong. According to research that will be published next spring (in Dr.Seligman's new book Flourish) we need the following:

1) Positive emotion (Pe)
2) Relationships (R)
3) Meaning (M)
4) Achievement  (A)

And just to make it easier for us to remember, Jane got some audiences members to spell out that acronym for us (thanks to GrahamBM for the Twitpic):


We all then engaged in a round of massively-multiplayer thumb wrestling to illustrate how playing games can achieve all four of those things. For those of you who have never had the pleasure of playing massively-multiplayer thumb wrestling, you're missing out ;-) Basically, though her argument is that by games can actually help solve wider social problems by increasing PeRMA. Through productive engagement in activities we find meaningful and that make us feel good, we can cement our social ties and feel part of something bigger. For those interested in these ideas more and about games how you could designe games that explictly address social issues keep an eye out for her book "Reality is Broken: Why Games Make Us Better and How They Can Change the World" which is out early next year.

There was a short Q&A session after the sermon, where one person asked how games were different to drugs. I thought this was a pretty good question as you do hear about how games are "addictive" and I guess, like drug taking, the activity is often be seen as completely unproductive. Jane responded by pointing out that drugs tend to be quick fixes, that take a toll on our bodies and end up leaving people feeling lower than before. In contrast, research has shown that the positive emotions received from playing games tend to spill over into other parts of our lives. Also, apparently there is some sort of gamer tipping point, where after 21 hours of play a week, most players realise that they aren't getting any more from the activity. (Note to self: I really should find what research she is referring to). Somebody also asked something about using games in education and Jane was keen to point out that she wasn't trying to gamify every activity but that even so, understanding how and why games appeal could influence certain underlying educational principles - which effectively sums up my own research. All in all it was a really enjoyable morning, and what better way to end than by drinking tea and eating space invader biscuits :-) (thanks to Katy Lindemann for the putting up the Flickr photo)


how much do I agree with all this? Well, quite a lot really but maybe not entirely. I really do think Jane McGonigal is doing an awesome job getting inspiring games out there and in talking positively about games. I think that games can definitely increase PeRMA and like that there is actual research backing this up. I'm not sure how much that will convince people who don't play games though, and I don't think it will convince them to play games. Especially, for those who start talking about how they heard about players in China or Korea who died because they didn't leave their computer for days, and about how it would still be much better for children to go outside and play. I'm not denying that for some people at least, games can become a problem, but like any activity you enjoy doing, surely there's nothing wrong with them being part of a balanced well-rounded life? I also think that for a lot of people who take games seriously, probably for a lot of people who call themselves gamers and see games as a social activity to share with friends, gaming is a major source of PeRMA and that's why they like it. I think what people don't realise is that even when you're playing something on your own, this can still feed into your social relationships if you have friends who are interested in what you're doing.

I suppose what I'm not sure about, is whether everyone who plays games gets the same benefits? So the aunt you get to play Wii Sports at Christmas, I can see how she would enjoy having a go, how it's a shared family experience and how the activity makes sense in that context even but will she really feel like she's achieving anything? Maybe that has more to say about how we much we value our experiences but when Jane said something along the lines that she has never met a pessimistic gamer, who didn't think they could succeed, I'm not sure I'd agree they don't exist. I mean maybe they would call themselves a gamer, but I've seen plenty of people put off from even trying something because they don't think they are good enough. And, I have given up on games myself when it's just gotten too hard... I definitely haven't finished all the games I have - what does that say about my ability to achieve things? Jane mentioned signature strenghts, but what if I'm noticing weaknesses instead?!

Maybe I'm taking it a bit too far, I do finish some games at least, I suppose the ones I get the most pleasure out of, so perhaps that's enough. But I am still curious about different types of players and how often people actually finish their games. The two main things I want to take with me from the sermon though, are to rethink my ideas about productivity and the fact that there is research out there about the positive effects of game-playing. Plus, I don't have to feel guilty about not writing my thesis yet, as there are plenty of activties I need to do first, including (though obviously not limited to) playing games, cos they increase my PeRMA quotient and make me flourish ;-)

Update: I forgot to add a link to the Gameful site - after thanking her for the talk and telling her a bit about my research, Jane suggested that I check it out once it launches. It seems to be a resource for anyone interested in making and using games that have a positive impact on people's live. You can find out a bit more about it on her blog here.

Friday, 13 November 2009

Machinarium (PC)

Go and play Machinarium.

It not only looks good - it's set in a sort of rusty cute looking robot world - but manages to engage without a single word of dialogue being spoken (at least not as far I've played it). It's an independent point-and-click puzzle solving adventure without the tedious dialogue. Don't get me wrong, I love the narrative and humour of the Monkey Island games and I've even been playing the new episodic ones but it's the pretty much the same formula,though it is done well. But you can also get that wrong - like with A Vampyre Story. Czech designers Amanita Design have done something different here and have managed to communicate a storyline through the use of thought bubbles and (pretty cool) drawings alone.


Not only that but they've included a really clever little mechanism for getting help within the game. I think I've mentioned this before, but I do use walkthroughs when I get stuck. There are just points where I don't have the patience to keep trying something, and if the information is out there I don't see it being massively different to asking a friend for some help. But, in order to access these walkthroughs (or tips or whatever) I have to leave the game and go online to find out what I need. And once I've caved and started looking at the walkthrough I then run the risk of ruining the gameplay by reading ahead so I don't have to come back for the next puzzle... However, in Machinarium, I have two other options. The first is to click on the light bulb on the far right to give you a hint for how to solve the puzzle. If that's not enough then you click on what looks like a locked journal of some kind. Now this will give the solution but (and here's the bit I really like) you have to play a somewhat boring mini-game to get to that solution. The reason I love this so much is because it means it stops me from ruining the game by easily accessing the walkthrough whenever I want - I have to decide whether it's worth playing the game first. So while the mini-game isn't very interesting (or very long for that matter) it makes me think twice about looking up the solution. But if I really am stuck, then I have a way to fix it without ever having to leave the game! Genius :-)

So I finally posted something about a games again (and not conference related!). I've been playing a few different things lately so I'm hoping there will be more to follow soon.

Thursday, 30 July 2009

Women and games

I've been a bit quiet lately because it's the summer and I've not really been in one place for long but I do promise to post something about my recent gaming experiences soon. In the meantime, please watch this very cool animated short from Daniel Floyd and Leigh Alexander:



Diversity it seems, is key. Though marketing may have their own ideas...

Saturday, 9 May 2009

Low budget games

This is going to be a quick post, so I can bring your attention to the Professional Gamer's (or Costas from LostInGames) post on some smaller budget games he has been playing. I can thoroughly recommend "Today I die" which is free and essentially some form of interactive poetry, while Braid has been on my list of games to play for quite a while now and I'm almost embarrassed by how long it's taking me to get round to play it.

I do want to add a game to the list though - The Path from Tale of Tales. It's a horror game inspired by Little Red Riding Hood but instead of following the path to Grandma's house as instructed, you're encouraged to wander off into the woods - where all the interesting stuff is... It only costs $9.99 and can be downloaded from here. It's already been reviewed e.g. Leigh Alexander's review on Kotaku and for a much better description of it than I could give check out Fullbirght's take on it here. I think the main reason the game appeals to me because it's making people think about what games are and what they could be. Yes it challenges our normal game play assumptions but you can also see how something it could be used to prompt discussions about all sorts of issues, such as is it warning young girls to stay away from dangerous situations? Or do we all have our own "wolfs"? And even to what extent does it echo traditional fairy tales, including of course, Little Red Riding Hood? I also like the way the designers have worked around the game so you can find out a bit more about the girls as individuals e.g. Carmen has a blog here, while the rest can be found from the Path's own blog.


That said, and as much as I appreciate the different approach to designing a game-play experience, I haven't actually finished the game yet. Ok, so yes I'm a little busy at the moment, but when I have played it, I often get a little frustrated by how long it takes me to explore the woods. There is no map I can call up to see where I've been and where I haven't, expect for this weird unreliable dotted path that occasionally flashes up on the screen but disappears before I can get my bearings. There are some cryptic clues for your location in terms of finding the "wolf" but these aren't very helpful when I only want to do that after I've explored everything else. I know the game is supposed to be accessible to non-games players but how about people with poor spatial awareness? I think I am just a little bit impatient when it comes to games, even when I know I should be appreciating the fact that I do actually feel lost in the woods when I play, and all the stunning graphics and music that make up the Path. But I have certain expectations and I guess I get frustrated when I'm not sure how to get from A to B, and at the thought that I could be missing out on something by not exploring everything. Is that enough to question The Path's status as a game? I'm going to go with Leigh Alexander and Fullbright on this one - did I play it? Yes. Then it's a game. Just maybe not the sort I'm used to....

Monday, 10 March 2008

Lego Star Wars: The Complete Saga (Wii)

I borrowed Lego Star Wars from Lovefilm a little while ago and have been really getting into it. I did have a slightly rocky start as it took me a little while to realise that the cantina I started in wasn't a proper level even though you could explore it and start fights with people. I eventually found the set of doors where you get to pick which part of the saga (i.e. episodes 1-6) you want to play. While not having a manual probably contributed to my initial confusion, it wasn't a problem in terms of the controls as I found it was very easy to pick up them up. One of my favourite discoveries was being able to use the z button to build stuff out of seemingly random bits of Lego, and finding out I could "use the force" on objects and characters with a blue glow around them. Plus, if your character has a sword you can swing the Wiimote to use it.

The initial appeal of the game I think for me was how it manages to combine two very familiar things in an entertaining way. Lego Star Wars looks good. I was walking past the Lego store in town the other day and I actually thougth about buying something. Plus, I know these films, especially the ones I watched as a kid, so I don't need to hear the dialogue to know what's going on in the story. It's far more enjoyable to see the Lego characters mumble and shrug while they act out classic scenes. Even better, you seem to get to be able to play all the characters at some point, unlocking more as you go on. While you can swap between a certain set in each level e.g. Obi Wan, Luke, C3PO and R2D2 in some of the earlier ones, once you've completed the challenges you can go back with any unlocked character and do the level again in free play mode. In fact, if you want to unlock hidden areas and collect everything it looks like you have to go through them all again. I wonder if this is enough incentive to do so?

That is one of the things that struck me about the game - it really feels like it's about collecting stuff. I mean of course there is the Star Wars plot and the associated challenges (rescue the girl, kill the baddies, save the world etc) but the game is really arranged around how much of what you collect and whether you have achieved "True Jedi" status on every level. I mean it was obvious from the start that you should collecting the large numbers of gold, silver and occasionaly blue studs - which are either lying around or you get from building/destroying/using the force on object. What is more interesting though is that I wanted to collect them, and collect them all if I could. I mean there are hundreds of these things, and when you destroy somethinng they fly out at you and you don't always have enough time to collect them all (which is a little annoying especially when they also spill over a ledge you can't jump down). At first I thought you needed them to buy things at the cantina. Then when I started episode one I noticed the bar at the top which started to fill up the more studs I collected. If you get enough you achieve "True Jedi" status. I still don't quite know what that means but you get a little tick at the end of the chapter if you achieve it. Td how many of the golden bricks, and mini-kits you have found and how many are left for you to discover. And I want them all, even though I'm not sure what happens if and when I manage to do so. Part of the incentive is that further aspects of the game will be unlocked in the process but I doubt that if I did manage to collect everything the outcome would be as exciting as I feel it should be. The main point though, is that the way the game has been designed means it's not just about getting to the end of each level, but it's also about exploring the entire game to unlock each section.

It's a little similar to playing Super Mario Galaxy and having the desire to collect all the star bits. I was talking to Will the other day and we agreed that we hate it when we're watching someone else play and they don't collect really obvious ones. I can't help thinking that this collecting aspect means Lego Star Wars comes across as more of platform game than an action adventure one. For example, in Zelda you do collect gems but the purpose of them is so you can buy other things that are useful to your adventures like better armour and weapons, or oil for your lantern. In contrast, in the Sonic and Mario games you collect gold (rings and coins respectively) but just to see how many you can get. Things like star bits, studs or gold coins aren't even power ups as such, at least not until you collect enough of them and get an extra life or something. Is that enough of an incentive to explain the drive to pick them all up? Something else seems to be going on here but I'm not sure what.