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Gaming Ethnography: How to Discern and Evaluate Player Experience Jeremy Pesner “The Pezman”

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Page 1: Ethnography

Gaming Ethnography: How to Discern and Evaluate Player

Experience

Jeremy Pesner

“The Pezman”

Page 2: Ethnography

What is this about?

Player experience obviously very important for games

Whether designer, researcher or general enthusiast

Clarifies what players enjoys/dislikes about the game

Can also be used with finished games to derive clearer understanding of what makes them work

It’s easier than you might think to make a mistake…

Page 3: Ethnography

For Those Who Don’t Know…

Page 4: Ethnography

Ethnography (eTHˈnägrəfē)

(noun) The scientific description of the customs of individual peoples and cultures

Various levels of interaction with those you’re studying - may speak with or silently observe subjects

Generally qualitative

People study anything from native cultures to patient interaction in hospitals to fan communities

Studies may last for years

Page 5: Ethnography

Uses of Ethnography

in Gaming

Typically used for interaction in virtual worlds/MMOs

Ethnography frequently analyzes communities (rather than individuals)

Can help to understand how players interact with each other

I’m going to use it in a more individualized context

Page 6: Ethnography

Grounded Theory

The process of theory-building through data gathering

In contrast to many social studies of the time, which sought to validate existing social theories

(e.g. Marxist theory of class)

Glaser & Strauss (1967), Charmaz (2006)

Don’t let prior assumptions guide your thinking - rely on the data

Page 7: Ethnography

Codes and Categories

“Codes” - Small, tangible ideas observed through data

Nothing to do with computer code

“Categories” - Groupings of codes that come together to form a major aspect of the data

“Theory” - Establishing relationship of categories to one another through thorough understanding of data

Seems vague, but actually very powerful if you do it right

Page 8: Ethnography

Example

Ethnography site: MAGFest (because why not?)

Codes: Arcade cabinets, costumes, merchandise, band performances, alcohol, camaraderie

Categories: Video game cultural artifacts, celebratory practices

Theory: MAGFest is an event where people come to have a good time and enjoy video game culture

Page 9: Ethnography

Let’s Give It a (very expedited) Shot

Remember, observe the data (the player, their actions)

Ask specific, focused questions (not “did you have fun?”)

Encourage them to provide more data than less

Page 10: Ethnography

What Did We Learn, Class?Basic codes?

Any categories?

Are we excited to learn more?

Page 11: Ethnography

This IS possible to beat

(I did it.)

Page 12: Ethnography

Let’s Do It Again!

Page 13: Ethnography

Did it go better?

Page 14: Ethnography

One More Time!

Page 15: Ethnography

Getting the hang of it?

Page 16: Ethnography

And that’s gaming ethnography

Page 17: Ethnography

Conclusion

Ethnography & Grounded Theory are powerful tools for games and other digital programs

More formal than “observe and figure out”

Can help to build a vocabulary of player actions and reactions

Can help game designers to develop their games in response to what they know players know

Page 18: Ethnography

That’s all, folks.

[email protected]