Take That!: Evaluating game systems as communicative media

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“Take that!” Evaluating Game Systems as Communicative Media Gifford Cheung The Information School University of Washington, Seattle

description

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

Transcript of Take That!: Evaluating game systems as communicative media

Page 1: Take That!: Evaluating game systems as communicative media

“Take that!”Evaluating Game Systems as

Communicative Media

Gifford CheungThe Information School

University of Washington, Seattle

Page 2: Take That!: Evaluating game systems as communicative media

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”

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Theoretical Underpinnings

Clark and Brennan (1991) Grounding in communication.

finding “Common Ground”via Least Collaborative Effort

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Game System as Communicative Media

PhoneComputer

Xbox Nintendo DS

Xbox LiveSteam Client

SkypeBattle.NET

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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.

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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.

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8 Generic Activities

Formulation, Production,

Reception, Understanding,

Start-up, Delay, Timing,

Changing Speakers, Display,

Repair

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Method of Analysis

A Game system and its modalities

B [Generic activities] x [Dimensions]

C Scope by the choice of game

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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)

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Visibility

Co-temporality & Simultaneity

Sequentiality

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2 modes:Mediated through

Pictochat&

Copresence

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Visibility/Display CostsBlah blah blah!

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Sequentiality & ReviewabilityBlah blah blah!

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Reclaiming Visibility, Sacrificing Reviewabilityan example Design Implication

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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

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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.