Post on 24-Jun-2015
description
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