Take That!: Evaluating game systems as communicative media
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Transcript of Take That!: Evaluating game systems as communicative media
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“Take that!”Evaluating Game Systems as
Communicative Media
Gifford CheungThe Information School
University of Washington, Seattle
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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)
Blah blah blah!
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x
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x oBlah!
x ox
Blah!
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Visibility
Co-temporality & Simultaneity
Sequentiality
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x
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x oBlah!
x ox
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2 modes:Mediated through
Pictochat&
Copresence
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Visibility/Display CostsBlah blah blah!
Blah blah!
x
x o
x ox
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Sequentiality & ReviewabilityBlah blah blah!
Blah blah!
x
x o
x ox
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Reclaiming Visibility, Sacrificing Reviewabilityan example Design Implication
Blah blah blah!
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x
x o
x ox
Blah blah blah!
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Blah blah blah!
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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.