take that!: evaluating game systems as communicative media

Post on 02-Nov-2014

213 Views

Category:

Data & Analytics

2 Downloads

Preview:

Click to see full reader

DESCRIPTION

We apply the ideas of Clark & Brennan (Grounding in Communications) towards understanding how gamers communicate with each other while playing games.

TRANSCRIPT

“Take that!”Evaluating Game Systems as

Communicative Media

Gifford CheungThe Information School

University of Washington, Seattle

Let’s talk about talk during playGaming is socialization“Pop Quiz, Hotshot!”

Playing can involve negotiations about rules“That’s cheap move.”

A game move is a communicative act. “Clever Girl”

Theoretical Underpinnings

Clark and Brennan (1991) Grounding in communication.

finding “Common Ground”via Least Collaborative Effort

Game System as Communicative Media

PhoneComputer

Xbox Nintendo DS

Xbox LiveSteam Client

SkypeBattle.NET

8 Constraints or Dimensions

Copresence A & B share the same physical environment.

Visibility A & B share visual information(e.g. Cameras, gestures, shared game screens)Audibility A & B can hear each other and

take note of timing and intonation.Cotemporality B receives at roughly the same time

as A produces.

8 Dimensions

Simultaneity A & B can send and receive at once and simultaneously.

Sequentiality A’s & B’s turns cannot get out of sequence.Reviewability B can review A’s messages.Revisability A can revise messages for B.

8 Generic Activities

Formulation, Production,

Reception, Understanding,

Start-up, Delay, Timing,

Changing Speakers, Display,

Repair

Method of Analysis

A Game system and its modalities

B [Generic activities] x [Dimensions]

C Scope by the choice of game

Method of Analysis

A Game system and its modalitiesNintendo DS, Pictochat, 2 modes of communication

B [Generic activities] x [Dimensions]8 x 8

C Scope by the choice of gameTic Tac Toe (Naughts & Crosses)

Blah blah blah!

Blah blah!

x

Blah blah blah!

Blah blah blah!

Blah blah!

Blah blah!

Blah blah blah!

Blah blah!

Blah blah blah!

x oBlah!

x ox

Blah!

Visibility

Co-temporality & Simultaneity

Sequentiality

Blah blah blah!

Blah blah!

x

Blah blah blah!

Blah blah blah!

Blah blah!

Blah blah!

Blah blah blah!

Blah blah!

Blah blah blah!

x oBlah!

x ox

Blah!

2 modes:Mediated through

Pictochat&

Copresence

Visibility/Display CostsBlah blah blah!

Blah blah!

x

x o

x ox

Sequentiality & ReviewabilityBlah blah blah!

Blah blah!

x

x o

x ox

Reclaiming Visibility, Sacrificing Reviewabilityan example Design Implication

Blah blah blah!

Blah blah!

x

x o

x ox

Blah blah blah!

Blah blah!

Blah blah blah!

An Evaluative Prism• Based on Clark & Brennan’s cognitive theory• Useful early in the design process• Can be joined later with specific contextual

observations• Provides a vocabulary for discussion• Useful as an evaluative lens and for drawing

attention to design implications

An Extra Note

Game communication can be highly modal. Ask: Where do you want to gamers’ attention?

C&B’s Least Collaborative Effort may be useful here.

top related