Archiv für die Kategorie ‘Game Research’

Entertainment Interfaces Track in Duisburg, 12th & 14th September

Dienstag, 07. September 2010

Next week the Interaktive Kulturen conference will take place in Duisburg and feature the Entertainment Interfaces track. Together with Maic Masuch and Matthias Rauterberg I am organizing this track and want to provide some information about the contents.

On Sunday, the 12th of September the track kicks off with the workshops on “Using Game Design and Affective Evaluation to improve User Experience and User Research” and “Game Design und Game Development in der Hochschullehre”. For the followers of this blog the first workshop is of special interest because it will provide an overview of available methods and techniques of evaluating game design and foster a productive discussion on creating guidelines for studying users with affective evaluation methodologies. For more information about the workshops check out the workshop page of the Entertainment Interfaces track.

Tuesday will feature the Entertainment Interfaces keynote “Trajectories through Entertainment Experiences” by Steve Benford (University of Nottingham, UK) and the two sessions “Player Experience” and “Entertainment Interaction”. Much more sessions will be provided by the other three tracks of the conference (Mensch&Computer, DeLFI and UPA), so check out the full program. Hope to see you in Duisburg next week!

Call for Papers: Open Design Spaces Workshop at DIS2010 in Aarhus

Montag, 19. April 2010

This is a bit of advertisement for an interesting workshop in Aarhus this August about open design spaces and open innovation. In the last two workshops user innovation and participation in the area of games and interactive entertainment were one of the topics and I would like to see more entries in this field this year. Check out the call for papers and more information about the workshop at www.open-design-spaces.de .

The submission deadline is the 1st of June.

Mobile Gaming Devices vs. Public Transportation

Montag, 06. Juli 2009

Gaming devices like the Nintendo DS or the Playstation Portable are designed to enjoy gaming on tour. But how much does the gaming experience on tour (e.g. on public transportation) differ from playing at home? How do the surroundings change the experience? What kind of games or genres are suited best for the mobile gaming context?

To put in other terms: Did you already play Metroid Prime: Hunters on a bus tour? Or tried to master Dr. Kawashima`s Brain Training in a train filled with school kids? Well, I tried both and these experiences lead me to the idea of a short study focused on mobile gaming experiences.

Dr. Kawashima`s Brain Training

Two of our students (Christian & Sebastian) put both the NDS and the PSP to the test: For each console 3 representative games were chosen. All games were played by a randomized group of subjects in a quiet and comfortable home environment and another randomized group during a ride with the bus. We compared the high-scores and the time to reach a certain goal and got some interesting results.

In general, the subjects in the comfortable and quiet surrounding out-performed the subjects in the mobile gaming scenario in all tested games which is likely the effect of the typical enviromental effects of a bus ride like shaking, noises or bad lighting. But the impact of these enviromental effects differed a lot from game to game and that`s why we compared the games and their results among themselves.

Both racing games (Mario Kart & Wipeout Pure) had only a 4% difference in time-to-goal performance while Tetris-playing subjects already differed by 14% between both surroundings; Tekken generated 16% difference. Much more significant differences – even within the game – appeared while playing Dr. Kawashima`s Brain Training: All disciplines generated different performances with “calculation” being the one which suffered the most under the bus ride (+90%), followed by “drawing” lines (+74%) and “memory tasks” (+33%). We also did focus groups afterwards to get more qualitative feedback about the kind of problems the subjects had but i will come back to that later in another short report here at my blog.

What do we learn from this study? Never play Dr. Kawashima on public transportation if you want to lower you brain age. Stick to racers or other button-based games, the touch pen interaction is error-prone if the public transportation vehicle shakes too much. Even more, games which need a specific lighting like Wario Ware Snapped! will work only half of the time. So chose wisely what games you want to take with you on the next bus ride. Sadly, not every game designed for a mobile gaming console works in a mobile gaming context.

User involvement in the application area of games

Dienstag, 03. März 2009

Yesterday I gave a talk about the “Challenges and potentials of user involvement in the process of digital games” at the ODS-Workshop at EUD’09. A full journal paper based on the talk will be published in a few months online – I`ll post the link to the full paper here in my blog when it`s available.

Back to topic. User involvement is not a unique feature of the games industry – nearly everyone has it: Car builders, food producers and health care companies. So what is so special about the user involvement in the application area of games? No idea? Check these numbers:

4,500 interface mods and extensions for ‘World of Warcraft’. 12,000 modifications for ‘Doom’ back in 1993. 120,000 stories of fan fiction for ‘The Sims’. 300,000 level designs for ‘Little Big Planet’ a few months after its release. 2,500,000 creatures for ‘Spore’ (generated before its release!). 10,000,000 games sold with the ‘Counter-Strike’ IP. 

Given these numbers, games are doing quite well when it comes to the user involvement and the user innovation. The examples already show that there are different possibilities of users to get involved. In my talk I proposed a categorization of activities according to their degree of participation. Here is a short-form of my table (full version will appear in the paper):

degreeofpart-table
This table shows the different degrees of participation in the area of games.

But, again, why are games so successful in the involvement of the gamers? Here are some possible criteria for success I identified:

- Some games have intuitive toolkits (BUT majority of tools still is very complex).

- Community staff supports users. Developers show interest for user creations, comment on them etc.

- There are benefits for the companies (e.g. sales, recruitment), the users (e.g. bring life to their visions) and the community (e.g. consume user-generated content).

- User involvement challenges the creative potential and technical skills of gamers.

- Gamers can realize their own ideas and visions.

- Different types of incentives are offered which serve as motivating factors.

realworldincentives
This picture shows some ‘real-world incentives’ for gamers which are not easy transferable to other application areas. What about a ‘Karl Klammer’ action figure?

Incentives and gratification models serve as important motivating factors for the participating users. Just to cite a few: Convince a friend to reactivate his ‘World of Warcraft’ account and you will get a virtual ingame incentive: a zebra-like mount. Interesting deal: You`ll get the cool mount, Blizzard gets the monthly fees. Another example: A bonus item in a forthcoming game gets named after a player who found a lot of issues in the beta. But there is even more. Real-world incentives like merchandise (action figures, shirts, art books). Community reputation through user ranks or achievements. Even getting recruited by the games company is possible.

zhevra-mount-small
The only way to get the virtual incentive ‘zhevra mount’ is to convince a friend to reactivate his WoW-account. Well done, Blizzard!

At the workshop we had interesting talks and discussions and I got a lot of interesting feedback on my talk which I really appreciated. Prof. Mary Shaw (Carnegie Mellon University) pointed out that ‘games with a purpose’ (games that matter) and serious games will be an interesting application area for further research in the area of user involvement (what about a multi-purpose game with user-generated goals and levels?). Prof. Yvonne Dittrich (IT University of Copenhagen) emphasized that technology matters a lot when it comes to the success of user involvement in the area of games: Games do often provide a better software architecture and tools to produce additional and independent content. Prof. Mary Beth Rosson (Penn State University) and Asbjorn Folstad (Sintef) pronounced the importance of the engagement and the motivation through incentives. Prof. Pelle Ehn (Malmö Högskola) gave a talk about “A thing formerly known as participatory design” and highlighted the significance of the controversial discussion in a group and recommended not to overrate the technical platforms and tools for user involvement. Furthermore, several other workshop attendees pointed to the need for more research in the area of incentives to learn more about the potentials of gratification models. 

Based upon the feedback I am currently preparing the camera-ready version of the paper but I am also interested in YOUR feedback: What incentives for user involvement and user innovation in games do you know? Which could be transfered to other application areas? Or do you now incentives and gratification models from areas like software engineering that will work for games as well?

I am looking forward to your comments!

Multitouch Tower Defense

Donnerstag, 15. Januar 2009

No, this is not our idea, sadly ;) I love tower defense games (fight with few resources, e.g. guard towers, against a horde of enemies) like the Warcraft TD-Mods (PC) or Pixeljunk Monsters for the PS3. And guess what some guys at the Iowa State University did? They implemented a game like this on a multitouch. What I really like in terms of gameplay is the ‘generation’ of monsters by tipping the fingers on the screen and the asymmetric gameplay (at least in one mode, where one player is generating the monsters and the other one is defending). Cool stuff!

Achievement unlocked: Built multitouch table.

Donnerstag, 15. Januar 2009

Today my colleagues Björn and Michael finished the chair`s self-made multitouch table. This is no revolutionary tool (cause I think after seeing Microsoft`s Surface early last year, a lot of institutes starting building their own tables) but it is great fun to use, although we have just the standard software running till now. Creating and pushing ‘plasma streams’ is already pretty cool and even ‘massive multitouching’ works (see picture). Now we are thinking of what software and – of course – games we could implement. I keep you in the loop! (Thx@Tim for the pictures)

multitouch_small01

multitouch_small02

Creating games with MS Kodu

Donnerstag, 08. Januar 2009

Yesterday at CES Robbie Bach – president of the entertainment & devices division at Microsoft – presented a software named Kodu (formerly known as “Boku”) which will allow kids and adults to create their own games using their XBox360 and without learning a  difficult programming language. They use visual abstractions to give people another perspective on programming and – with that – an easier access. For several years researches work on topics like end-user programming (perhaps you remember Squeak or Alice?) and in Spring 2009 we will see what Microsoft`s vision of this research area is. Besides the challenge of implementing visual programming logics, the user interface is what definetly excites me the most about these news, cause it shall all be controlled by a XBox pad.

Really impressive is the demo of a 12-year old girl at CES using Kodu (see video below, thx Youtube).

Best Of: Interactive Systems X-Mas Lecture

Donnerstag, 18. Dezember 2008

Every year Mr. Ziegler and I do a X-Mas lecture about exotic and crazy ludic interfaces. Over the years we collected a lot of interesting examples – some of them had a huge commercial success, others disappeared before anyone could recognize them. Here are some of my personal highlights of this and last years lectures:

A bloody mess: The GlucoBoy (GBA / NDS)

The GlucoBoy is a catridge for the GBA which comes with a blood glucose meter. Inserting blood samples gives the player an amount of “glucose reward points” which can be used to unlock games or which work as a currency in games to buy virtual stuff. This is serious gaming, man!

Another Wii Remote Addon… The Cooking Pro Set!

After introducing small tennis rackets, boxing gloves, wooden or plastic swords and shields, rods, guns and maracas it seems like the hardware producers don`t run out of ideas of where to put in the wii remote controller – even if the ideas lead to products like the swiss army knife-looking “cooking pro set” which comes with a tool which combines knive, fork and spatula (“Pfannenwender” in German). And,  of course, you get a plastic pan. So, all Cooking Mamas and Daddies out there, enjoy your meal!

gu_cookingprokit

Move your ass! The ChairIO

The ChairIO was developed by the research group of Steffi Beckhaus from the University of Hamburg. The ergonomic seat can tilt in any direction, rotate and bounce and records the player motions with magnetic trackers which are integrated into the seat. One demo video shows the chair together with a gun prop as a possible setup to play Unreal Tournament. I doubt that one could play with this setup for several hours, but it looks like an appropriate control scheme and great fun to play.

Stay calm…Take a deep breath… Welcome to Wild Divine!

Wild Divine – or the “biofeedback game” as it calls itself – was already released some years ago but is still one of the most exotic game interfaces around and that`s why I put it here. Wild Divine is all about meditation and relaxing. The player “controls” the game most of the time via three thimble-like instruments which track biofeedback like the heart frequency and the skin conductance level. Needless to say, the goal is to calm down and stay with it. So, all you cheerful people – looking for a new challenge?

gu_legshocker

Ouch! Here comes the Legshocker

The LegShocker is coming from the people who brought you the famous painstation (the pong game with the really bad punishment if you miss a ball…). And yes, it is about pain again. The legshocker looks like the shin guard footballers wear but with a metallic cylinder on it. Now, imagine you are playing a football game with your friend and the other player commits a foul. The game will trigger the cylinder to move a metal stick up and down to the unguarded part of the shin, depending on the strength of the foul. With this feedback device, multiplayer games of FIFA or PES reach a whole new level…

You want more?

Boktai Solar Sensor – A GBA game with light sensor, changing the game in accordance with the day-time.

The Olfactory Cannon – Shooting different smells at your nose. Uhhh…

Novint Falcon – A very precise aim-and-shoot device which looks (and works) like professional 3D-modelling tools (e.g. Sensable Phantom).

The Buttkicker Gamer – The name tells the whole story.

The Remote-Controlled Human. People controlling people. Really scary.

You know more cool interfaces which are not listed here? Then send me a mail.

Book Review: Game Usability (Isbister & Schaffer)

Freitag, 19. September 2008

Hey, ein Buch zu meinem Blog! ;-) Das Buch “Game Usability: Advancing the Player Experience” von Katherine Isbister und Noah Schaffer ist ein Sammelwerk von Artikeln verschiedener Autoren, die sich zum Einen theoretisch mit den Grundprinzipien der Game Usability auseinandersetzen und zum Anderen mit den entsprechenden Evaluationsmethoden. Letzterer Part bietet für Leute mit einer gewissen Grundkenntnis im Bereich des Usability Engineerings nicht viel Neues: Von der heuristischen Evaluation über Think-Aloud bis hin zur Psychophysiologie werden unterschiedliche Untersuchungsmethoden und ihr vorrangiger Anwendungshintergrund beschrieben. 

Hinzu kommen einige Interviews mit Koryphäen der HCI-Community und der Spieleindustrie. Don Norman (Autor des Buchs “The Design of Everday Things”) ist mit z.B. mit an Bord und berichtet, warum er den Ansatz des Usability Engineerings im Bereich digitaler Spiele für unpassend hält. Wie es sich jedoch meist mit Interviews bekannter Leute verhält, wird auch leider hier nicht viel Überraschendes oder Substantielles vermittelt. 

Das Buch richtet sich in erster Linie an Entwickler, die bisher nur wenig oder gar nichts mit dem Thema zu tun hatten – für Fortgeschrittene ist der Nutzwert daher geringer, da einem viele Dinge schon bekannt sein dürften. Für den Preis von etwa 35 Euro erhält man ein solides Buch, dass sicherlich nicht den Anspruch hat die Forschung in dem Bereich voranzutreiben, aber einen guten Überblick über praxisnahe Anwendungsfelder liefert und gerade für den Einsteiger viele wertvolle Informationen bietet.

Lübeck Teil 2: Games with a Purpose

Donnerstag, 11. September 2008

Am Dienstag hatte ich die Gelegenheit am M&C-Workshop “Social Semantic Web” teilzunehmen, der gemeinsam von der Uni Leipzig (vertreten durch Sören Auer) und unseren Lehrstuhl (vertreten durch Steffen Lohmann & Jürgen Ziegler) geleitet wurde. Neben einem interessanten Vortrag meines ehemaligen Kollegen Markus Specker über “Konzepte zur Bewertung der Informationsqualität auf Plattformen mit nutzergenerierten Inhalten”, präsentierte Francis Dierick von Lycos Europe in seinem Vortrag “Playful Validation of Automatically Extracted Data” die Möglichkeit spielerisch Probleme und Aufgaben zu lösen, die man ansonsten eher als Arbeit verstehen würde. Spiele dieser Art werden mit dem Titel “Games with a Purpose” (Spiele mit einer Absicht/einem Verwendungszweck) versehen und dienen dazu Probleme spielerisch zu lösen. In dem Fall von Lycos will man mit verschiedenen Minispielen Daten für eine Lernplattform validieren und generieren. Als ein Beispiel für die Generierung von Daten wurde das Spiel “Thumbinator” vorgestellt, welches den Spieler beauftragt aus vorgegebenem Bildmaterial Thumbnails (Miniporträts) bekannter Persönlichkeiten zu extrahieren. Durch den Vergleich der Bildkoordinaten schon vorhandener Thumbnails der entsprechenden Person (generiert durch andere Spieler), werden einerseits Punkte für die aktuelle Spielsession generiert und andererseits wird durch den Abgleich der verschiedenen Daten das finale Thumbnail für die Lernplattform generiert. Ein spannender, wenn auch herausfordernder Ansatz; vor allem wenn die zu lösenden Probleme einen deutlich höheren Komplexitätsgrad aufweisen, wie beispielsweise die Generierung von Thumbnails.