the player, playing the play (university of toronto guest lecture)
DESCRIPTION
A short talk on player psychology by Dr. Nick Bowman (WVU Media and Interaction Lab, Department of Communication Studies) given at the University of Toronto. This presentation was part of a course "Introduction to Immersive Environments" in the Institute of Communication, Culture, and Information Technology at the University of Toronto.TRANSCRIPT
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
THE PLAYER, PLAYING THE PLAY
ND Bowman
University of Toronto
31 Sept 2013
Media and Interaction Lab
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
PREAMBLE: S O RUniversity of Toronto
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
S O R
Stimulus Response
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
S O R
Stimulus Response
Organism
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
S O R
VIDEO games
• Virtual environments
Video GAMES
• Challenge systems
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
UNCANNY VALLEYUT Guest Lecture
Mori, M. (1970). The uncanny valley. Energy, 7(4), 33-35. Available at: http://www.movingimages.info/digitalmedia/wp-content/uploads/2010/06/MorUnc.pdf
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
UNCANNY VALLEY
• As virtual worlds get more realistic, we begin to question them
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
UNCANNY VALLEY
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
UNCANNY VALLEY
• Suggests that reality is a perception…
• …but this can extend beyond graphics– Control– Storytelling– Others?
Novels told us drama, film and TV show us conflict, so
what do video games do?
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
“GUT” OR “GAME”? UT Guest Lecture ?
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
“GUT” OR “GAME”
• Virtual worlds allow us to make “virtual” decisions…
• But where do these decisions come from?
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
Tabular rasa approach
“quandary ethics” Cognitive (moral)
reasoning Morality
constantly monitored
Intuitive Morality Innate moral
foundations “evolutionary
ethics” Moral
dumbfounding Morality
considered on encounter
Rational Morality
“GUT” OR “GAME”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
Harm/CareFairness
AuthorityLoyaltyPurity
“GUT” OR “GAME”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
As we become increasingly mediated, we wonder how folks respond to said
mediation.
How might moral salience guide decisions in mediated environments?
How does this process influence enjoyment?
“GUT” OR “GAME”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
“GUT” OR “GAME”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
The linear relationship (H1) The binary relationship (H2)
“GUT” OR “GAME”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
A) Sig. ∆ High vs. Low
B) Non-random(highest salience)
C) Random (lowest salience)
Digital Natives
German Adolescents
Yes (.002) Yes (21%) Yes (47%)
US Adolescents No (.118) No (54%) Yes (41%)
Digital Immigrants
German Elderly Yes (<.001) Yes (24%) No (77%)
US Elderly Yes (<.001) Yes (12%) Yes* (39%)
“GUT” OR “GAME”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
“GUT” OR “GAME”
• Main findings:– If morality was high, no violation “gut”– If morality was low, violation was random “game”
• What does it mean for digital media?– “Game” reaction is default, until “gut” is primed– Moral orientations learned in RL seem to drive
decisions in the virtual world…
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
BONUS: HABITS & DECISIONS
• How virtual is virtual?– Media used in habit
training– Our minds don’t
separate “actual” and “virtual”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
Walking as dominant lifestyle activityStep one
Video game skill -.382 -3.05 .004Body shame .338 2.71 .010
F(2,47) = 12.6p < .001
R2 = .348
Step twoVideo game skill -.387 -3.08 .003
Body shame .326 2.59 .013Experimental condition
(0 = waypoint, 1 = freeplay)-.109 -.919 .363
F(4,46) = .844p = .363
ΔR2 = .012
REAL HABITS AS VIRTUAL BEHAVIOR
β T Sig.Walking not dominant lifestyle activity
Step oneVideo game skill -.264 -1.72 .093
Body shame .165 1.07 .289 F(2,47) = 3.78
p = .030R2 = .139
Step twoVideo game skill -.189 -1.24 .221
Body shame .218 1.45 .154Experimental condition
(0 = waypoint, 1 = freeplay)-.285 -2.21 .039
F(3,46) = 4.50p = .039
ΔR2 = .077
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
REAL HABITS AS VIRTUAL BEHAVIOR• Implications
– In decreasingly-”virtual” spaces, real habits = virtual habits
– IDs external predictors of observed game choices
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
SELECTIVE EXPOSUREUT Guest Lecture
Bowman, N. D., & Tamborini, R. (2012). Task demand and mood repair: The intervention potential of computer games. New Media & Society, 14(8), 1339-1357.
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
• On reason we play is to get rid of our bad moods! Does it work? – YES: they are more cognitively and affectively
distracting than other forms of media – NO: they are too complicated, and they end
up being even more stressful
SELECTIVE EXPOSURE
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
SELECTIVE EXPOSURE• BOREDOM was
induced with a bowl of 600 metal rings and an “endless” string
• STRESS was induced with a modified GRE
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
SELECTIVE EXPOSURE
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
SELECTIVE EXPOSURE
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
SELECTIVE EXPOSURE
• Interactivity = Demanding– Cognitively demanding– Behaviorally demanding– Affectively demanding– Socially demanding?
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
ENJOYMENT + APPRECIATIONUT Guest Lecture
Oliver, M.B., & Raney, A.A, . (2011). Entertainment as pleasurable and meaningful: Identifying hedonic and eudaimonic motivations for entertainment consumption. Journal of Communication, 61(5), 984-1004. Available at: http://www.looooker.com/wp-content/uploads/2013/05/j.1460-2466.2011.01585.x.pdf
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
ENJOYMENT + APPRECIATION
• Zillmann (2000) ends with: “Humor can serve as the antidote to gloom”
• But, can it be the case that gloom can serve as the antidote to gloom?
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
ENJOYMENT + APPRECIATION
“Indeed, to say that one ‘‘enjoyed’’ or was ‘‘entertained by’’ a filmsuch as Hotel Rwanda would seem decidedly odd, at best” (Oliver & Raney, 2011).
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
ENJOYMENT + APPRECIATION
• So, if we don’t enjoy these films, then what do we do with them?
• Selection is driven by a different set of motivations
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
ENJOYMENT + APPRECIATION
Hey, this is really:• Arousing• Exciting• Pleasurable• Diversionary
Hey, this is really:• Reflective• Inspiring• Expressive• Meaningful
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
BONUS: CONTROL + COGNITION
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
BONUS: CONTROL + COGNITION
• 97.6% fun vs. 71.9% meaningful
• “insight” as separate need• “Pleasure of Control”• “Pleasure of Cognition”
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
BONUS: CONTROL + COGNITION Enjoyment AppreciationStep 1: Controls Gender -.05 -.22***
Age -.09 -.10+
∆R2 .01 .06***
Step 2: Intrinsic Needs Competence .47*** -.02 Autonomy .13* .02 Relatedness .01 .36***
Insight -.05 .58***
∆R2 .28*** .69***
Step 3: CA Identification -.08 -.01 Suspension of Disbelief .00 .03 Control .12* -.06+
Responsibility -.08 .10**
∆R2 .02+ .01+
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
BONUS: CONTROL + COGNITION
• Implications
??
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
QUESTIONS TO CONSIDER
• Do we make virtual worlds or virtual games?– In virtual worlds (video) how do
we engage player’s emotions?– In virtual games (games) how do
we engage player’s actions?
• When we make both, do players process both?
WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES
FOR MORE INFORMATION
• Nick Bowman, Ph.D. [CV]Twitter (@bowmanspartan)Skype (nicholasdbowman)[email protected]
Media and Interaction Lab