Socio-Cultural Research on Games

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Socio-Cultural Research on Games Frans Mäyrä PhD, Research Director Hypermedia Laboratory Games Research Lab 33014 University of Tampere Finland <frans.mayra@uta.fi> Games as an Object of Research Games present multiple challenges as objects of research because of their interactive and highly malleable character One theory and method of games research does not necessarily fit another game, another player, game culture or research question Therefore, game studies is field inherently multidisciplinary 1

Two spheres that make up a game game: the primary sphere game as: a story or narrative, as a software product, toy, simulation, game as gameplay, game mechanics immersion to secondary universe, participation in a world of fiction, tool for social interaction, artwork of pure aesthetics or with rhetorical, philosophical or political message, etc. game: the secondary sphere Two spheres for identifying significant structures in games. How to Research a Game? Long history of art and media studies, but too little systematic work on game analysis and its methods One approach (Konzack 2002) lists 7 layers for analysis: hardware, program code, functionality, gameplay, meaning, referentiality, socio-culture This kind of comprehensive analysis is thorough and also a laborious undertaking In practise, one often has to focus and narrow down 2

Analysing the Core, Gameplay Two basic alternatives: empirical and heuristical (observing and interviewing real players, or relying on the game researcher s own models, observations and expertise) Both can contribute important knowledge Both have to produce a theory of gameness : what are the elements, relations and operations that constitute (good/bad) gameplay in this analysed case? Fundamentals of Playability Playability answers to questions: What is gameplay; what constitutes good playability? We have developed a heuristic model with four components: Functional, Structural, Audiovisual, Social Playability These cover aspects like the control mechanisms, rules system, narrative structures, looks and sounds in a game and ways the game supports or obstructs social playability Model is aimed to operate as a checklist for designers and as a tool for analyzing digital games (Järvinen et al. 2002) 3

Analysing the Secondary Sphere Several ways to proceed, both in empirical and heuristical directions, e.g.: analysing the construction of meaning and narrative from gameplay sessions (gameplay diary, post-session interviews, RPG debrief sessions, player authored memorabilia) critique of the ideological and rhetorical setup of a game (by an academically trained games scholar) Empirical Analysis of a Gameplay Experience Formation of a gameplay experience is a complex process, and can be analysed as an equation of the game (in a particular context of game genres) and player (in the context of his/her games culture), modified by situational factors In an empirical test situation we can e.g. record the performance of a player, measure the gaze direction, heart rate, skin conductivity (arousal) and even brain activities (activation in the different neural areas) and then judge this data against game session recordings, self-reporting or interviews 4

Gameplay Experience Model Interface Experience: Controls, Audiovisuals Immersion to Action: Pursuit of a Flow Experience (Balance of Skills/Challenge) Other: Frustrations, Learning Experiences, Social Experiences Game Sensory Immersion Mental Immersion: Cognitive and Emotional Immersion, e.g. Immersion to Puzzle Solving, Exploration of a World, Storytelling, or Identifying into a Character (forthecoming, Ermi Heliö Mäyrä 2004) Player s Interpretation of the Game Recognizing the Player There are clearly different attitudes available on how to play, or even temperamentally different player types 1) Problem solving & combat ( gamist attitude) is common, but often modified by 2) storytelling impulse ( dramatist side) and 3) pursuit for credibility and realistic accuracy ( simulationist approach); derived from RPG/larp community Richard Bartle (1996) identified four main player types by their goals in relation to online games: 1) achievers (achievement within the game context), 2) explorers (exploration of the game), 3) socialisers (socialising with others) and 4) killers (imposition upon others) More detailed social-psychological, or cross-cultural studies still to come 5

Key of Success: Collaboration There is no way a single individual or even a research group can singlehandedly solve all the methodological, theoretical, social (even cultural and political) challenges that game present to academic research There has to be wide dissemination of information and interdisciplinary collaboration; the Network of Excellence initiative is aiming to achieve this in Europe Digital Games Research Association (www.digra.org) has also been established to contribute in this in international scale; see also www.gamesconference.org 6