how do researchers choose commercial games for study?

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How Do Researchers Choose Commercial Games for Study? Katrin Becker

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This set describes the results of a meta-analysis of how researchers choose commercial games for their studies.

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Page 1: How Do Researchers Choose Commercial Games for Study?

How Do Researchers Choose Commercial Games for Study?How Do Researchers Choose

Commercial Games for Study?

Katrin Becker

Page 2: How Do Researchers Choose Commercial Games for Study?

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© Becker 2009 How Researchers Choose Games

Background

• How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)?

• Study the masters.

• How to define ‘successful’ game?

Page 3: How Do Researchers Choose Commercial Games for Study?

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© Becker 2009 How Researchers Choose Games

In the good old days..

• Studied what we had

• Reported on the games we knew

• Wrote about interesting things we discovered about the games we were already playing

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© Becker 2009 How Researchers Choose Games

But now....

• Over 50,000 games – (http://www.gamestats.com/ reports almost 58,000)

• ~ 3000 titles released in 2008

• So much choice

• Begs the question...

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© Becker 2009 How Researchers Choose Games

Why this game?

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© Becker 2009 How Researchers Choose Games

Why Should We Care?

• Games Studies still building academic credibility • Speaks to generalizibility of studies• If you make a claim: where’s the evidence?!

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What I did• Meta analysis• 2003-2006 and

2007-2008• Looked at papers

featuring 1 or a few games

• Looked at whether they explained and why this game was chosen.

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What I DIDN’T

• Judge worthiness of game chosen

• Assume that no explanation = no thought

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© Becker 2009 How Researchers Choose Games

What I found outHow people used the game:

the mod or embellishment of an existing game Mod

more general discussion or study which uses a game as evidence, or to illustrate a point Example

people using the game, or some other aspect where the game is the tool Apparatus

a certain kind of game rather than people using the game Typical

any game or all games (the study looks at the game rather than people using the game) General

4%

4%

33%

40%

19%

2003

-200

6

3%

3%

8%

75%

8%

2007

-200

8

Of those papers examined

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© Becker 2009 How Researchers Choose Games

Does report have references to support claims about validity of

rationale for game choice. (i.e. the qualities necessary for a suitable

game for this study)?

2003-2006: 15% (yes, but only one gave more than a single reference)

2007-2008: 6% yes, 8% yes>1 = 14% total

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Does report have references to support for claims that chosen game meets specified criteria?

2003-2006: 4% yes

2007-2008: 3% yes

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© Becker 2009 How Researchers Choose Games

Was there any mention of games not chosen or

description of unsuitable games?

2003-2006: 2% yes

2007-2008: 0% yes

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© Becker 2009 How Researchers Choose Games

Was there any mention of any structured methodology for the

game choice?

2003-2006: 2% yes

2007-2008: 0% yes

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© Becker 2009 How Researchers Choose Games

Some sample reasons...

• We’re already using it

• It is the most popular

• It is typical

• It has what I need for my study

• Has an in-game economy

• Have played it for a long time

• Typical of Japanese games

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Some sample reasons...

• Embodies movement moreso than most other games

• Because of its story

• Narrative & open-ended

• A game with significant fantasy element

• Good game

• Prior work

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Often the explanation is simply one that claims the game is of the sort needed for this study.

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Nothing has changed

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© Becker 2009 How Researchers Choose Games

Who Cares?

• Speaks to– Credibility– Fitness for purpose– Generalizability

• Mario & Assassin’s Creed are both violent games.

– (yeah, right)

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What is Needed?• Justify why THIS game

• Provide evidence supporting the claims we make about the qualities of the game that we have determined are necessary to our study

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Questions / Discussion