the player, playing the play (university of toronto guest lecture)

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WEST VIRGINIA UNIVERSITY DEPARTMENT OF COMMUNICATION STUDIES THE PLAYER, PLAYING THE PLAY ND Bowman University of Toronto 31 Sept 2013 Media and Interaction Lab

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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

Page 1: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

THE PLAYER, PLAYING THE PLAY

ND Bowman

University of Toronto

31 Sept 2013

Media and Interaction Lab

Page 2: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

PREAMBLE: S O RUniversity of Toronto

Page 3: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

S O R

Stimulus Response

Page 4: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

S O R

Stimulus Response

Organism

Page 5: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

S O R

VIDEO games

• Virtual environments

Video GAMES

• Challenge systems

Page 6: The player, playing the play (University of Toronto Guest Lecture)

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

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WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

UNCANNY VALLEY

• As virtual worlds get more realistic, we begin to question them

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WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

UNCANNY VALLEY

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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?

Page 10: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

“GUT” OR “GAME”? UT Guest Lecture ?

Page 11: The player, playing the play (University of Toronto 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?

Page 12: The player, playing the play (University of Toronto Guest Lecture)

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”

Page 13: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

Harm/CareFairness

AuthorityLoyaltyPurity

“GUT” OR “GAME”

Page 14: The player, playing the play (University of Toronto Guest Lecture)

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”

Page 15: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

“GUT” OR “GAME”

Page 16: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

The linear relationship (H1) The binary relationship (H2)

“GUT” OR “GAME”

Page 17: The player, playing the play (University of Toronto Guest Lecture)

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”

Page 18: The player, playing the play (University of Toronto Guest Lecture)

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…

Page 19: The player, playing the play (University of Toronto Guest Lecture)

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”

Page 20: The player, playing the play (University of Toronto Guest Lecture)

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

 

Page 21: The player, playing the play (University of Toronto Guest Lecture)

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

Page 22: The player, playing the play (University of Toronto Guest Lecture)

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.

Page 23: The player, playing the play (University of Toronto Guest Lecture)

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

Page 24: The player, playing the play (University of Toronto Guest Lecture)

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

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WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

SELECTIVE EXPOSURE

Page 26: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

SELECTIVE EXPOSURE

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WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

SELECTIVE EXPOSURE

• Interactivity = Demanding– Cognitively demanding– Behaviorally demanding– Affectively demanding– Socially demanding?

Page 28: The player, playing the play (University of Toronto Guest Lecture)

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

Page 29: The player, playing the play (University of Toronto Guest Lecture)

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?

Page 30: The player, playing the play (University of Toronto Guest Lecture)

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).

Page 31: The player, playing the play (University of Toronto Guest Lecture)

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

Page 32: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

ENJOYMENT + APPRECIATION

Hey, this is really:• Arousing• Exciting• Pleasurable• Diversionary

Hey, this is really:• Reflective• Inspiring• Expressive• Meaningful

Page 33: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

BONUS: CONTROL + COGNITION

Page 34: The player, playing the play (University of Toronto Guest Lecture)

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”

Page 35: The player, playing the play (University of Toronto Guest Lecture)

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+

Page 36: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

BONUS: CONTROL + COGNITION

• Implications

??

Page 37: The player, playing the play (University of Toronto Guest Lecture)

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?

Page 38: The player, playing the play (University of Toronto Guest Lecture)

WEST VIRGINIA UNIVERSITYDEPARTMENT OF COMMUNICATION STUDIES

FOR MORE INFORMATION

• Nick Bowman, Ph.D. [CV]Twitter (@bowmanspartan)Skype (nicholasdbowman)[email protected]

Media and Interaction Lab