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EXPERIENTIAL MODES OF GAME PLAYDr. Bob AppelmanInstructional Systems Technology
Indiana University - Bloomington
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Abstract
In order to gather empirical & qualitative data on game play across all genres, and at the same time addressing multiple research questions, a framework was established at the VX Lab at Indiana University to standardize methodology.
This Experiential Mode Framework allows for the inclusion of player perceptions, experiences, and allows for coupling with game structures and functionality. It incorporates a post-positivist methodology devised by Robert Yin.
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Standard Measures
Player Demographics Age Gender Ethnicity Education level Handedness Game Platform Preferences Game Platform Ownership Game Purchasing Habits Days per Week of Game Play Hours per Day of Game Play Mode of Play (PC, Console, On-line) Specific Game & Over-all Genre Favorites Percentage of play alone, team play, competing
with others
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Standard Measures
Player Skill HCI manipulation and dexterity UI manipulation effectiveness The use of effective goal reaching game
strategies Time to goal and sub-goal completions Point accumulations Direct comparisons to expert play
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Standard Measures
Game Aspects Genre
RPG, MMORPG, ACTION, SPORTS, FPS, etc. Degree of Fidelity Functionality Authenticity Game Play ESRB Rating Strategies, Skills, necessary in the Design
But how does one compare one game to another?
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Experiential Modes Framework (EMF)Player Experience (PX)1. Cognition –
encompassing all cognition in both cognitive and affective domains
2. Metacognition – encompassing all that the player is aware of: vision, audio, olfactory, kinesthetic, and haptic senses; plus awareness of time, objects, content or information encountered.
3. Choice – encompassing the player’s perception of degree of control; access to variables and information during game play.
4. Action – encompassing the player’s perception that they can do things such as: interact with objects, elements within the game, that they have a degree of control; that they have a degree of mobility to move through the virtual environment; that the control interface allows their psychomotor capabilities to effect change.
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Experiential Modes Framework (EMF)
Game Structure (GS) Content –
the story, the context, the amount of information available, the degree of concreteness or abstraction of the content, the authenticity, and its variability
Environment – the virtual spaces and boundaries, the objects within these spaces and their functionality capabilities, plus any time limits imposed by the game
Affordances – encompassing the abilities made available within the game for the player to change, manipulate, and/or to seek alternatives or information
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Game Play Analysis using an EMF Methodology
Case-Based Analysis Post-positivist methodology developed
by Robert K. Yin Each instance of game play is a Case Analysis of multiple experiences within
the same game is an Embedded Case Analysis of multiple players in different
instances is a Multiple Case
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Game Play Analysis using an EMF Methodology Pre-Play Analysis
of both the Player and the Game Game Play Data Capture
using both quantitative and qualitative inquiry
Game Play Data Analysis using descriptive, pattern
and ethnographic analysis Summative Conclusions
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Console Data
INPUT
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Console Data
PLAYER ACTION
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PC Data
INPUT
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PC Data
PLAYER ACTION
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PAD Data
PLAYER ACTION
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Wii Data
PLAYER ACTION
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Data Capture Station
Game Screen & Audio (L), Player & Audio (R)
DVD examples Video Mixer
MiniDV & VHS
DVD Recorder
Audio Mixer
Camera w/zoom& Pan/Tilt control
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The Proposition
This dictates: The specific tasks you ask of your player
to perform Your methodology of testing The data you gather The analysis of the data The conclusions you draw
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Propositions
Charcter level & degree of agressivness combine to determine longevity in WoW
Social isolation during WoW results in loss of social dependency
Non-Athlete but expert Madden Football players will beat Real College Football players.
In-Game goal content information will enhance performance to level completion
….. Example of Shrek II game play
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Shrek II Game Play
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GPA Log Sheet
25 X X X Begins searching with Shrek 30 X X X X X Finds Slug -Clobbers it -Eye Ball #1 33 X Is not aware he has to hit it twice 40 X X Contin- searching 43 X X X X Tries to beat down Outhouse 1 02 X X Contin-searching, jumping, hitting 1 40 X X X X Switches Character to Donkey 1 45 X X Contin-seraching, jumping, kicking 1 55 X X X Switches Character back to Shrek 1 15 X X X X Encounters Magic Mirror 2 15 X X X X X X Hits Slug twice & Eye Ball #2 2 15 X X X X Hits Slug twice & Eye Ball #3 2 15 X X X X Hits Slug twice & Eye Ball #4
Shrek II
00 X X X Listens and Views Cut Scene
060508_PIE14_SHK205/08/2006
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“Ideal” Vs. 5 Players – Shrek II
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More to come later …
Experiential Modes of Game Play drBOB Appelman – VX Lab (Indiana
University) http://www.indiana.edu/~games/research/
http://www.indiana.edu/~drbob