Researching audiences of computer and video games: methodological approaches and thoughts.

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Presentation for Transforming Audiences 2 (Un. of Westminster, London)

Transcript of Researching audiences of computer and video games: methodological approaches and thoughts.

TA2 – Naessens & Jacobs 03/09/2009

Researching audiences of computer and video games methodological approaches and thoughts

Kris Naessens (IBBT-VUB-SMIT)dr. An Jacobs (IBBT-VUB-SMIT)

studies on media, information and telecommunication

Computer and videogames

• Technological advancements

• Growth in use / More diversified audience

TA2 – Naessens & Jacobs 03/09/2009

TA2 – Naessens & Jacobs 03/09/2009

User research in gaming studies

Dominated by:– Focus on hardcore players– Focus on certain aspects

of games

Recently: broader take on subjects and methods

studies on media, information and telecommunication

This presentation

• Goal: comparison of use of two methods in research project (TELEON).

TA2 – Naessens & Jacobs 03/09/2009

Project: TELEON

• 2007-2009

• Multidisciplinary (technical + social sciences)

• Academic research groups + private partners (VRT, Larian Studios)

=> Our input: user/player research=> Focus: The experience and appropriation of games by different users

TA2 – Naessens & Jacobs 03/09/2009

TELEON: research design (1)

– Chronology:• Literature => User research in lab => Ethnographic field

study

– User research (in lab context):• With project partner CUO• 18 participants asked to play

casual game and perform

tasks in Second Life (SL)• Methods: interviews,

observation during play

(thinking aloud)

TA2 – Naessens & Jacobs 03/09/2009

TELEON: research design (2)

– Ethnographic field study (in home context):• 5 households (15 participants) received various platforms

and games during 6 months

• Methods: interviews, observations, mapping of media devices, diaries, co-creation

TA2 – Naessens & Jacobs 03/09/2009

Findings / Methods (1)

• Different players: different needs

– Interviews/observation user test: first indications

– Interviews/co-creation field study:

insights in specific likes

and dislikes

TA2 – Naessens & Jacobs 03/09/2009

Findings / Methods (2)

• Playing with others: fun, but…– Interviews user test: first reaction “fun”,

but some resistance

– Interviews/observations field study:

skill level is key

TA2 – Naessens & Jacobs 03/09/2009

Findings / Methods (3)

• Place of gaming in daily lives:– Interviews user test: indications about time averagely

spent on gaming

– Interviews/diaries field study: • Appropriation of games

• Absence of “warm expert” role

(cf. Bakardjieva, 2005)

TA2 – Naessens & Jacobs 03/09/2009

Conclusions

• Different types of players: – Need for further methodological refinement– Different research approaches necessary

• Rapid technological advancements / changes in audience:– Game research needs to adopt quickly with

up-to-date methods

TA2 – Naessens & Jacobs 03/09/2009

Questions

• ???

• Further information:– Kris Naessens (kris.naessens@vub.ac.be)– dr. An Jacobs (an.jacobs@vub.ac.be)

TA2 – Naessens & Jacobs 03/09/2009