The document discusses two methodological approaches - lab user tests and ethnographic field studies - used in a research project called TELEON to study audiences of computer and video games. In the lab user tests, 18 participants played casual games and used Second Life while being interviewed and observed. The ethnographic field studies involved providing 5 households with gaming platforms for 6 months and collecting data through interviews, observations, diaries and co-creation activities. The findings showed that different research methods provided insights into players' needs, social experiences, and how gaming fits into daily life. Both qualitative approaches proved necessary to understand different types of players as gaming audiences diversify.
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Researching audiences of computer and video games: methodological approaches and thoughts.
1. TA2 – Naessens & Jacobs
Researching audiences of
computer and video games
methodological approaches and
thoughts
Kris Naessens (IBBT-VUB-SMIT)
dr. An Jacobs (IBBT-VUB-SMIT)
studies on media, information and telecommunication
2. Computer and videogames
• Technological advancements
• Growth in use / More diversified audience
TA2 – Naessens & Jacobs
03/09/2009
3. TA2 – Naessens & Jacobs
03/09/2009
User research in gaming studies
Dominated by:
– Focus on hardcore players
– Focus on certain aspects
of games
Recently: broader take on subjects and
methods
studies on media, information and telecommunication
4. This presentation
• Goal: comparison of use of two methods
in research project (TELEON).
TA2 – Naessens & Jacobs
03/09/2009
5. Project: TELEON
• 2007-2009
• Multidisciplinary (technical + social sciences)
• Academic research groups + private partners
(VRT, Larian Studios)
=> Our input: user/player research
=> Focus: The experience and
appropriation of games by different users
TA2 – Naessens & Jacobs
03/09/2009
6. TELEON: research design (1)
– Chronology:
• Literature => User research in lab => Ethnographic field
study
– User research (in lab context):
• With project partner CUO
• 18 participants asked to play
casual game and perform
tasks in Second Life (SL)
• Methods: interviews,
observation during play
(thinking aloud)
TA2 – Naessens & Jacobs
03/09/2009
7. TELEON: research design (2)
– Ethnographic field study (in home context):
• 5 households (15 participants) received various platforms
and games during 6 months
• Methods: interviews, observations, mapping of media
devices, diaries, co-creation
TA2 – Naessens & Jacobs
03/09/2009
8. Findings / Methods (1)
• Different players: different needs
– Interviews/observation user test: first indications
– Interviews/co-creation field study:
insights in specific likes
and dislikes
TA2 – Naessens & Jacobs
03/09/2009
9. Findings / Methods (2)
• Playing with others: fun, but…
– Interviews user test: first reaction “fun”,
but some resistance
– Interviews/observations field study:
skill level is key
TA2 – Naessens & Jacobs
03/09/2009
10. Findings / Methods (3)
• Place of gaming in daily lives:
– Interviews user test: indications about time averagely
spent on gaming
– Interviews/diaries field study:
• Appropriation of games
• Absence of “warm expert” role
(cf. Bakardjieva, 2005)
TA2 – Naessens & Jacobs
03/09/2009
11. Conclusions
• Different types of players:
– Need for further methodological refinement
– Different research approaches necessary
• Rapid technological advancements /
changes in audience:
– Game research needs to adopt quickly with
up-to-date methods
TA2 – Naessens & Jacobs
03/09/2009
12. Questions
• ???
• Further information:
– Kris Naessens (kris.naessens@vub.ac.be)
– dr. An Jacobs (an.jacobs@vub.ac.be)
TA2 – Naessens & Jacobs
03/09/2009
Notes de l'éditeur
IBBT logo
Sales +300 % since 1996.
Rapid technological advancements
Exponential growth of a medium:
.
Broader acceptance among general public:
65 % of US households
play games
47 % of Nintendo DS
owners are female
Experience of graphics, control, violence. Focus on one player and his game/platform
(cf. heuristics)
User research in lab setting.
Ethnographic field study.
Content:
Use of research methods and some findings.
Lessons learned
Goal: creation of editing system for a virtual 3D world (storytelling/community building)
Redenen en verschillen tussen 2 methoden verklaren
Casual game: mystery game, find objects by point and click
pre + post interviews
Both methods: participants with varying gaming habbits (hardcore to people who don’t play)
Different players/different needs
Verband met genre/narrativiteit: non-players vinden hun gading niet (cf. collages/interviews)
User test: first indication of what are differences, for example playing with confidence or if someone is very scared to do something wrong while playing, which is also seen with novice computer users. The lab setting made it possible to register the participants’ reaction very closely.
Field study: by presenting the participants of the field study with various platforms and different genre of games, we saw what drew them to or kept them away from gaming.
Playing together: interview user test: asked as general question => fieldstudy: dieper ingraven op acties en motivaties. Less experienced players => schrik voor competitie.
Observation/interview SL: easy basic functions, harder advanced controls => alles dat buiten pijltjestoetsen gaat werd als complex ervaren.
Experience of navigation/controls:
Observation/interview SL: easy basic functions, harder advanced controls
Interviews/observations field study: perceived complexity of joysticks keeps less experienced players from playing
Genre:
Interviews lab and field study/co-creation field study: players like specific genres and stick to them
Story/narrative:
Interviews lab and field study: “dressing” over action of games
Skill level is key: here being able to follow participants in their home context really paid off, as we came in contact with the participants multiple times and we were able to get past reactions more socially diserable. (=bruggetje naar volgende slide)
“Vb: van wanneer is het toch fun om samen te spelen, vw
Wanneer is het nodig om in lange termijn onderzoek te investeren?”
Skill level is key: here being able to follow participants in their home context really paid off, as we came in contact with the participants multiple times and we were able to get past reactions more socially diserable. (=bruggetje naar volgende slide)
Interviews user test: first time
Story/narrative: not so central as in other media such as film or books
Place of gaming in daily lives - Interview user test: due to the short playing time. This short playing time heavily influences the design of casual games, as the genre consists of games with simple goals and short levels.
most participants consciously limited playing time
Field study: warm expert: skilled players didn’t want to play with household members that were less experiences in games. Instead, this group of hardcore users explicetly looked beyond their home and to online gaming to find challenging oponents.
tested casual game seen as easy to implement in daily activities
=> sociale dynamiek niet in user test
Immersion in games:
Interviews/observations user test: often engagement, no engrossment
Interviews field study: specific reasons leading to immersion
Diversification of audience: typology based upon triangulation of research results ethnography. = AANVULLEN, EV. IETS ANDERS ZOEKEN
Different research approaches necessary => vb: many people that occasionally play a game like solitaire on the pc will often not see themselves as gamers, and as such it becomes very hard to reach them for research.
Methods: for instance, with Second Life we tested a specific application by having participants perform tasks such as flying to a location in the virtual world or talking to another avatar. To get insight in the audience’s reaction to a certain game, test in a controlled lab setting are very adequate.
Game research methods: in TELEON we saw the advantages of innovative research methods such as co-creation. But also existing methods need to adopt to the rapid changes in both the gaming technology and its audience. For instance, there is a growing body of literature on ways to perform content analysis in games and virtual worlds, as computer and videogames are an open medium with unprecedented power given to its audience.
Methods: hard to compare, as the ethnographic fieldstudy compromised more platforms and games and took place over a longer period
Methods:
Not an absolute choice, not or/or discussion