Week 2 - Fields & Forms Flashcards

1
Q

Gamer user research

A

Measures for improving gaming experience

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2
Q

(Applied) experimental psychology

A

Studies on behaviour + attention + emotion eliciatation for good and evil

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3
Q

Games for education

A

Emphasizing conceptiual exploration

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4
Q

Games as philosophical tools

A

reflections about philosophical concepts

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5
Q

Explain how games have been serious for a long time

A

They have been instructional tools for a long time

  • Training of military strategies
  • Educational tasks for children
  • Medical training
  • Business management
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6
Q

What is psychology to gaming in research

A
  • Probably earliest academic field involving games
  • Experimental psychology naturally gravitates towards game-like conditions
  • Video games provide opportunities for studies with high ecological / external validity
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7
Q

Ecological validity

A

(Aspect of external validity)

Ability to generalize experimental results to different populations + situations + variables
Narrower concept → Whether experiment contains cues that preclude generalization from lab to real life

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8
Q

Johan Huizinga’s Magic Circle

A

Metaphorical boudary between game and out-of-game context

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9
Q

What is Natural sciences to gaming in research

A
  • Primarily involving games as education content OR to drive outreach efforts
  • Data creation or processing through citizen science games: involving players to create or process data which is useful for research purposes
  • Challenging to design and build
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10
Q

What is Computer science to gaming in research

A
  • Games as experimental test beds for algorithms + mathematical models
  • Intersection with principles of game theory (mathematical economics)
  • Strict rules + may not require actual players to be useful
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11
Q

What is Philosophy to gaming in research

A
  • Games as experiential test beds for thought and reflection
  • Overlap with game studies
  • Rarely involves the creation of game titles
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12
Q

Forms of involving games

A
  • Stimulus
  • Broadcasting
  • Motivator
  • Modelling

Involving computer games in research only seem to make sense if an entity capable of + open to play is involved

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13
Q

Explain the stimulus form of involving games

A
  • Invoke measurable behaviour

- No data without game artifact

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14
Q

Explain the broadcasting form of involving games

A

For (structured) learning
For familiarization
- Personal transformation

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15
Q

Explain the Motivator form of involving games

A
  • For data collection
  • For data processing
  • Data independent of artefact
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16
Q

Explain the modelling form of involving games

A
  • Analysis of rule-based processes
17
Q

Give motivations for involvement

A
  • Attracting a wider audience or a specific audience
  • Ecological validity while maintaining ability to track confounding variables
    measure requires specific game contect
    control over affective states
    facilitating experiential thought experiments
18
Q

Forms of measuring

A

Observations: Annotated or ethnographies
Game metrics: counts, timestamps, etc.
Biometrics: biometrics, heart-rate, GSR, expressions
Interviews: usually post-play, structured or semi-structured
Focus groups: insight into discourse and group dynamics
Questionnaires: individual (post-play) data
Diaries and auto-ethnographies: longitudinal; qualitative