modes of play: a frame analytic account of video gaming

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modes of play a frame analytic account of video gaming Sebastian Deterding Graduate School of Media and Communication, Hamburg University Hamburg, August 14, 2013 cb

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Page 1: Modes of Play: A Frame Analytic Account of Video Gaming

modes of playa frame analytic account of video gamingSebastian DeterdingGraduate School of Media and Communication, Hamburg UniversityHamburg, August 14, 2013

cb

Page 2: Modes of Play: A Frame Analytic Account of Video Gaming

1

Researchproblem

3

Method

2

Theory

4

Empiricalresults

5

Outlook

2

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3

Method

2

Theory

4

Empiricalresults

5

Outlook

3

1

Researchproblem

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the trouble with formalist game studies

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Game: an object with formal

features

5

what it sees

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Gaming: a mode of

engagement

6

what it misses (or takes for granted)

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why does this matter?

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Convergence: one use, many objects

8

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jumping cracks on walkways six degrees of wikipedia

9

informal games: one use, many objects

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Convergence: one object, many uses

Gaming game

Reading book Sending

e-mail Movie watching

Music listening

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Internet BrowsingVideo editingmultimedia displayVirtual world »Home«Text, audio, video chatOnline TV/DVD streamingMedia store (film, music, TV)CD, MP3, DVD, BluRay player...

Convergence: one object, many uses

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debugging

playtesting/reviewing

making a machinima

testing screen resolution

a scientific study

learning (serious games)

sports (e-sports)

work (goldfarming)

instrumental play: game uses ...

12

Taylor 2006, Nardi 2009, Sicart 2011

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that lack typical »game« features (negotiable consequence …)

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And trouble the notion of a »magic circle«

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Jesper Juul

»The magic circle is the boundary that players negotiate. (…)

Game scholarship should be about analyzing the conventions of this boundary, and how and when this boundary is created and negotiated.«

the magic circle and the puzzle piece (2008: 62)

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frame analysis evoked as a solution

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frame analysis: an answer to game convergence?

• Convergence & instrumental play destabilise games as objects, widen gap between objects and uses

• Formalist conceptions of games don’t account for fluid configurations & situated usage e.g. Salen & Zimmermann 2004, Juul 2005

• Researchers suggest micro-sociological accounts in response Malaby 2007, Nardi 2009, Juul 2008

• Most prominent suggestion by far has been frame analysis (FA) Juul 2008, Deterding 2009, Glas et al. 2011

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Develop a systematic frame analytic account of video gaming(to determine whether it answers to the conceptual challengesof convergence and instrumental play)

research goal

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state of research

1. FA is only pointed at, frequently misconstrued e.g. Fine 1983, Copier 2007, Pargman & Jakobsson 2008, Consalvo 2009, Stenros 2010, Waern 2012

2. FA is critiqued as structuralist, ignoring process and subjectivity e.g. Denzin & Keller 1981, Collins 1988, Warfield Rawls 2003, Stenros 2010

3. FA is critiqued as subjectivist, ignoring structure materiality (sic) e.g. Giddens 1988, Fine 1991, Copier 2007, Crawford 2012

4. Existing empirical research on processes of framing, but not the conventions e.g. Linderoth 2004, Aarsand 2007

5. Little empirical research on instrumental play

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research objectives

1. Construct a systematic FA of video gaming

2. Explicate its processuality

3. Explicate the role of materiality

4. Describe frame conventions of video gaming

5. Describe specifics of instrumental gaming

theoreticalem

pirical

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1

Researchproblem

3

Method

4

Empiricalresults

5

Outlook

21

Theory

2

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»I assume that when individuals attend to any current situation, they face the question: ‘What is it that’s going on here?’«

Erving Goffmanframe analysis (1986: 8)

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A frame is »the definition of a situation«: »principles of organization which govern events ... and our subjective involvement in them.«

Erving Goffmanframe analysis (1986: 8, 10-11)

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RO1: Basic tenets of frame analysis

• Frames are socially shared and reproduced »organising principles« for types of situations

• They organise both covert experience and overt behaviour and matter

• They do so materially (how X is), epistemically (how people perceive, conceive, identify, expect X), and normatively (how people demand X ought to be)

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RO1: aspects organised by frames

• Motivational relevancies

• Rules for action and communication

• Attentive access, focus, involvement

• Emotion (display)

• Objects, settings, events

• Actors and their footing

• Internal organisation of the situation

• Metacommunication and transformation rules

• Frame limits and gearing into the world25

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ro1: definitions• Frame: The total mesh of actors (including their dispositions and attitudes),

objects, settings, actions, communications and events (and their features) that reproduces-and-changes their perceivably similar co-occurrence as types of situations across space and time

• Framing: The situational process of a set of actors, objects, settings, actions, communications, events self-organising as a recognisable type of situation

• Frame perception: An actor’s perception of the current framing of a situation

• Frame understanding: An actor’s reflexive apprehension of a frame perception

• Frame experience: An actor’s phenomenal experience of the former two

• Frame configurations: The features of situationally arranged objects and settings that align with a frame

• Frame dispositions: Embodied properties enabling an actor to perceive, identify, enact a specific frame

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ro2: the processuality of frames

• Integrated ethnomethodology & practice theory to account for situational constitution Garfinkel 1967, 2002, Mondada 2011, Warfield Rawls 2003, Schatzki 2002

• Integrated structuration theory to account for long-term social institutionalisation & change Giddens 1984

• Integrated technical frames to account for role of technology in institutionalisation Bijker 1987

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Frame perception/understanding A

Actor A

Object/setting C

Actor B

Frame perception/ understanding B

Event C

Metacomm. B, C

Communication B, C

Action B

informs ...

confirmschallenges

guid

es

informs attention, perception, understanding of

confirms/challenges

Metacomm. A

Communication A

Action A (re)configures

28

Ro2: framing process

Garfinkel 1967, 2002, Mondada 2011, Warfield Rawls 2003, Schatzki 2002, Aarsand 2007

produces

produces

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Ro2: the processuality of gaming

• Enactment as »gaming« involves two constitutive orders: gaming a game and this game

• No »magic circle« necessary: just actors’ perception, understanding, enactment as »gaming« in open, sequential, indexical coordination Aarsand 2007

• Metacommunication does occur, but is neither frequent, nor necessary, nor sufficient to constitute »gaming« (metacommunication is also indexical)

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frametotal mesh of actors, objects/settings, processes producing-changing the reoccurrence of similar situations

framingEnactment of a situation as being

of a certain type

prec

onfig

ures

reproduces/changes

obduracyFeatures of objects/settings

stabilise possible actions, events, communications vis-à-vis actors

socialisationDisposition of actors

stabilise possible understandings,perceptions, actions vis-à-vis objects

30

Ro2: frame and framing processes

Giddens 1984, Bijker 1987

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game-related frames/framingspaidia ludus

Play frame Game frame

Designed objects/settingsDesigned objects/settings Toys and playgrounds Games and gaming grounds

FramingFraming Playing Gaming

Incidental objects/settingsIncidental objects/settings Playlike interactions Gamelike interactions

Designed objects/settingsDesigned objects/settings Playful interactions Gameful interactions

KeyingKeying Playful keying Gameful keying

31

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ro3: the materiality of frames

• Integrated affordance concept from ecological psychology Mead 1938, Gibson 1986, cf. Noble 1979, Heft 1989, Chemero 2003

• Affordance: current relation of actor dispositions and environment features that specifies possible future actions and events relevant to the actor

• Social: Stemming from and tied to social world, requiring social learning

• Situated: Indexical, framed, (re)configurable

• Extended: Encompasses action, motivation, emotion, meaning

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ro3: the materiality of gaming

• Game objects/settings afford frame-aligning actions, communications relative to actor dispositions

• Game objects/settings co-constitute and indicate the framing »gaming«

• Frame dispositions disclose game objects/settings

• Framing specifies situationally intelligible and appropriate uses of game objects/settings

• Game objects/settings• articulate chanciness and cause-effect links

• mute consequentiality

• compress cause-effect links and focus attention into one scene33

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research objectives

1. Construct a systematic FA of video gaming

2. Explicate the role of process

3. Explicate the role of materiality

4. Describe the frame conventions of video gaming

5. Establish the specifics of instrumental gaming

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1

Researchproblem

2

Theory

4

Empiricalresults

5

Outlook

35

3

Method

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research method

Describe frame conventions of leisurely & instrumental video gaming

descriptive,theory-generating

Qualitative research, grounded theory Corbin & Strauss 2008

theory-guided

Starting with conceptual frameworkMaxwell 2004

directed qualitative content analysis

Initial guiding framework,open for emergence/fading of concepts

Hsieh & Shannon 2005, Gläser & Laudel 2010

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Data collection strategyresearch objective strategy

Frame conventions of leisurely and instrumental gaming (RO4,5) = Sample & compare data on both

Cognitive schemata that are … Episodic interviews Flick 2010

Intersubjective and ... Purposive sampling of subjects to maximise variation across relevant dimensions

Taken-for-grantedInvite recall of norm breaches Garfinkel 1967

Invite contrasting comparison of diverging forms Goffman 1986

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research process

Conceptual framework

Interview guide

Sampling strategy

Interviewing

Transcription

Coding/Memoing

Integration

theory data collection & analysis writeupCf. Corbin & Strauss 2008, Gläser & Laudel 2010 38

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initial conceptual frameworkaspects organised by frames possible variations of frames

Motivational relevancy Settings Goffman 1963, Deterding 2013

Rules for action and communication Devices Deterding 2013, Fritz et al. 2012

Objects, settings, events Genres Deterding 2013, Fritz et al. 2012

Attentive access, focus, involvement Contextures Goffman 1963, Simon 2007, Deterding 2013

Emotion (display) Age Fritz et al. 2012

Actors and footing Gender Fritz et al. 2012

Internal organisation Gaming intensity Fritz et al. 2012

Metacommunication

Frame limits

Gearing into the world Goffman 1986

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purposive sampling for variationdimension participant #1 ... participant #n

Gender (male, female) female

Age (19-50+) 53

Gaming intensity (low-intense) low

Genre (Casual, sport, simulation, Jump & Run, Action/Shooter, …)

Casual, social games

Device (PC, Browser, Console, mobile console …) Tablet, Browser

Setting (Home, arcade, LAN party, ...) Home

Contexture (Singleplayer, F2F Multiplayer, synchronous online multiplayer…) Singleplayer

Form (Leisurely, instrumental) Leisurely

1Fritz et al. 2012 2Deterding 2013 3Simon 2007 40

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research key points

• 19 interviewees gaming leisurely and instrumentally: game journalists, designers, researchers, e-sport athletes, »regular« gamers

• Semi-structured interviews, 90-120 min. length, plus accompanying participant observation

• Coding and analysis w/ MAXQDA

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1

Researchproblem

3

Method

2

Theory

5

Outlook

42

4

Empiricalresults

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instrumental keyingsleisurely modes

Exotelic instrumental goalProfessional norms

Highly consequentialMostly controlled

Autotelic enjoymentSportsmanship normsSlightly consequentialMostly autonomous

43

Review gamingAnalytic gamingE-sport training

E-sport tournament

Relaxing gamingSocialising gamingEngrossing gamingHardcore gaming

Competitive gaming

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• Not one video game frame: multiple modes of gaming around motivational relevancy Strong 1979

• Participation norms emerged as cluster of conventions: Whether to play what when with whom, and cease play

• Settings shield from disapproving onlookers

• Devices fit socialisation and modes better or worse

• Genres fit modes and affect participation norms through closure points, participation dependency, initiation effort

• Contextures matter as social closeness: response presence and past/future interactions affect strength of participation and harmony norms

RO4: conventions of video gaming

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RO4: conventions of video gamingMotivation • Autotelic enjoyment (of euphoric ease, engrossment)

Rules• Playing by the letter and the spirit of the rules; no circumvention of technically given scope of action (»cheating«)

• Strategic action is allowed and demanded (gameworthiness), but to be balanced with enjoyment of others (harmony)

Emotion• Display care about outcome (no »spoilsporting«), but remain cool enough to strategise

• Amplified arousal (display) in multiplayer gaming through up- & downtalking, emotion performance

Attention• Easy material access to game state, material covering of »hidden information«

• Focus on and engrossment in game state allowed and expected

Internal organisation, actors

• Gaming encounter (ratified participants: onlooker, player, …) encloses gameplay (player in rule focus, character in fiction focus) organised in rounds; further inner laminations possible (game in game, fiction in fiction)

Objects, settings, events

• Dedicated rooms shield from embarrassment through disapproving onlookers

• Devices offer joint focus of attention and action

Metacommunication • Players and devices need interaction sequences to mutually establish beginnings and endings

Gearing into the world, frame limits

• Gaming is »slightly consequential«: enough to be arousing, not too much to induce anxiety

• Actions, objects, settings are configured to minimise bodily harm (e.g. made symbolic)

• Actions, communications, events are framed »as if«, decoupled from surrounding interactions

• Detachment of self from outcome after gaming encounter is expected (»good winner/loser«)

• Depictions & enactments of sex, violence, nazism are controversial

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r04: modes of leisurely gamingrelaxing socialising engrossing hardcore competitive

Motivational relevancy

Relaxation Relatedness Engrossment Competence Achievement

Telicity Very low Low Medium High Very high

Absorption Very low Low Very high High Very high

Arousal Very low Medium-high Medium High Very high

Gameworthiness Very low Low Medium High Very high

Harmony Very low/absent Very high Low/absent Very low/absent Very low

Typical contexture Mostly singleplayer F2F Multiplayer Mostly singleplayer Mostly singleplayer Multiplayer

Typical genres Social & casual games

Party & board games

RPG, adventure, TBS, simulation

Shooter, RTS, action, MMORPG

Combat, sports, shooters, RTS

Typical devices Mobile, tablet, PC Console, PC PC, console Console, PC PC, console

Typical settings Transit, recreation spots, home

Private or shared room at home

Private room at home

Private room at home

Private room at home

46Cf. Strong 1979

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»I would call it a game – but I did not play it.«

Object

Framing

ro5: Instrumental gaming

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ro5: instrumental gaming

• Again, multiple forms of instrumental gaming: reviewing, analysing, training, tournament

• Participants reported instrumental gaming to be »not playing«, used emic terms to distinguish them

• But behaviour and configurations highly similar to leisurely gaming

• And people reported »slipping« from instrumental into leisurely

‣ Instrumental play is a keying: a re-framing

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Keyings are »conventions by which a given activity, ... meaningful in terms of some primary framework, is transformed into something patterned on this activity but seen by the participants to be something quite else.«

Erving Goffmanframe analysis (1986: 43-44)

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e.g. A rehearsal

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ro5: controlled motivation

• Instrumental keyings give rise to dysphoric tension = controlled motivation Goffman 1953, 1972, Deci & Ryan 2012

• When current needs mismatch situational givens and salient controlling motivations keep individual from changing or leaving

• Leisurely gaming typically allows freedom to change or leave the situation: Taken-for-granted absence of controlling motivation is part of game enjoyment

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1

Researchproblem

3

Method

2

Theory

4

Empiricalresults

52

5

Outlook

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summary• FA distinguishing »games« as objects/settings and

»gaming« as situational framing accounts for• Convergence: Situational actor-object relation affords gaming, but actors

constitute it with objects

• Instrumental play: A keying of gaming as instrumental task

• The is no one video gaming frame, but leisurely modes of gaming around types of enjoyment and instrumental keyings around types of instrumental goals

• Leisurely gaming is enjoyable partially because it provides the autonomy to reconfigure or leave the situation

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limitations

• Small, homogeneous sample, qualitative study‣ Calls for quantitative validation, cross-cultural &

historical comparison for generalisability

• Mainly interview data‣ Calls for observational data for actual behaviour

• Relatively small number of (instrumental) contexts‣ Calls for broadening across more contexts

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Ramifications & Future research

• »Gaming« as frames and framing suggests theoretical approach to »media« in age of convergence

• Situational autonomy support important for game enjoyment‣ Poses challenge for serious games, gamification

in low-autonomy situations

• Situational factors important for game enjoyment‣ Calls for ecological approach to/studies of game

enjoyment »in the wild«

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