Showing posts with label workshop. Show all posts
Showing posts with label workshop. 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 :-)

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 :-)


Thursday, 22 January 2009

BETT exhibition, SGI workshop and my own research

There were a couple of things I went to last week that I thought were worth mentioning. One of them was BETT, which I went to with my supervisor James Aczel who has already blogged about it here. The picture on the right is me playing with Microsoft's surface, which was definitely pretty cool. So we saw a lot of cool bits of technology, but I think what I'd like to add to James' commentary was that we saw very little in terms of innovative gaming approaches.

There were a fair few simulations on offer, and a lot of interactive software but in very little in terms of actual games. There was a stall for Serious Games Interactive, who were promoting their Global conflict series where students take on the role of reporter in either Palestine or Latin America. I'd already heard about the company at ECGBL, when Simon Egenfeldt-Nielsen did his keynote so it was nice to see they had a presence at the exhibition, albeit in a little stall in an upstairs corner. ConnectED had a stand with PSPs on it, but these mostly seemed to be used as portable recording devices more than anything else. We found out later though, that they are also being used as augmented reality viewers and while it will be interesting to see how this might be used in education, it's not exactly using the PSP as a gaming device either. Then we came across the Cyber Coach - Dance mat system. As far as I could figure out, this is essentially allows you to connect multiple dance mats to a single system, gives you access to virtual (i.e. taped) instructors and has thrown in a few extra games to get the kids moving. All for about £6000... I was told that most schools didn't buy dance mats for all the children, but that's ok because the ones who don't have them tend to try and copy the steps anyway, and also some places are making extra money by charging adults to use the system in the evening. Is it me or does this all seem a bit, well, gimmicky? I mean, apart from being able to connect several mats to one system (which the students don't seem to need anyway)... you seem to be paying for a set of really expensive aerobics videos. Perhaps I'm simplifying things a bit - there are several different types of classes you can access (Tai-Chi, Royal Marines training, Salsa to name a few), you can customise these clips, and if you buy more software you can create your own videos/classes etc. Who knows, maybe I would have liked P.E. more at school if we'd had a Cyber Coach. I mean it's got to beat running around a track right? And while I don't think it's particularly innovative, it's not like I have a better idea for how to use games to promote physical fitness. Still, I'm just not convinced this would be the best use of a school's budget.

I also went along to the Serious Games Institute (SGI) in Coventry for their Second Wednesday workshops, this one focusing on Education. Highlights include hearing about the Winning Game project in Scotland from Matt Seeney of Team Play Learning Dynamics, Martyn Ware from the Human League and Heaven 17, talk about Illustrious and their unique 3D Audioscape surround sound system, meeting people like Sara de Freitas, who is the Director of research at the SGI. It was quite an interesting experience and got me thinking. It seemed a lot of the people there were from industry, so had actually produced something (or were in the process of doing so), and wanted to know how to get funding, publicity etc. So there was less of an academic focus, and less on an interes in how this was all being evaluated. The emphasis was on getting these games, or supporting hardware, out there and in use. Which is great and entirely necessary in order to educate people about serious games and how they can be used but I guess that's not what I'm doing, and that's what it got me thinking about.

So what am I doing? Good question, and I'm not sure I have a suitable answer yet. I know that I want to look at commercial games, specifically the latest generation of console games as the initial question was to assess whether they can offer anything different in educational terms. I attempted to explore the link between engagement and learning during specific instances of play (through observation and interview) as part of my Master's and I think want to continue along similar lines. But I am looking at informal learning - i.e. what goes on as the player learns to progress through the game - not at what happens with games in formal educational environments. I have a feeling that the link between engagement and learning in games is taken for granted could do with further explanation. Maybe I'm not convinced a lot of serious games are as engaging as commercial games (even Simon Egenfeldt-Nielsen seemed to recognise this at ECGBL) but is that because of how they are designed, or because of the context they are being used in? Perhaps just saying this game will help you learn reduces your desire to play it? Some games are obviously more engaging than others but how can you compare them, especially when it seems to depend on who's playing them and why? How can you even measure something like engagement anyway? After coming across Regan Mandryk's research, we've been considering using some sort of bio-sensors to measure stuff like heart rate and galvanic skin response to answer the last question but it might be quite a complex thing to do. So there is lot to be reading and thinking about, but at least it looks like I've got something to discuss at my next supervisor meeting!