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Affordance Theory in Game Design: A Guide Toward Understanding Players PDF

113 Pages·2020·60.37 MB·English
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A Series ISSN: 2573-6485 S L Synthesis Lectures on A M Games and Computational Intelligence • B R O W N Series Editor: Daniel Ashlock, University of Guelph Affordance Theory in Game Design Affordance Theory A Guide Toward Understanding Players Hamna Aslam, Innopolis University Joseph Alexander Brown, Innopolis University in Game Design Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent? A The answer to this question is playtesting. However, a haphazard playtest process cannot discover FF O A Guide Toward play experience from various dimensions. Players’ perceptions, affordances, age, gender, culture, and R D many more human factors influence play experience. A playtest requires an intensive experimental A N process and scientific protocols to ensure that the outcomes seen are reliable for the designer. C E Playtesting and players’ affordances are the focus of this book. This book is not just about the T H Understanding Players playtest procedures but also demonstrates how they lead to the conclusions obtained when considering EO R data sets. The playtest process or playtest stories differ according to the hypothesis under investigation. Y I We cover examples of playtesting to identify the impact of human factors, such as age and gender, to N G examine a player’s preferences for game objects’ design and colors. The book details topics to reflect on A M possible emotional outcomes of the player at the early stages of game design as well as the methodology E D for presenting questions to players in such a way as to elicit authentic feedback. E S I This book is intended mainly for game designers, researchers, and developers. However, it provides G N a general understanding of affordances and human factors that can be informative for readers working in any domain. Hamna Aslam Joseph Alexander Brown ABOUT SYNTHESIS This volume is a printed version of a work that appears in the Synthesis Digital Library of Engineering and Computer Science. Synthesis lectures provide concise original presentations of important research and development topics, published quickly in digital and print formats. For more information, visit our website: http://store.morganclaypool.com M O R G A Synthesis Lectures on N & Games and Computational Intelligence C L A Y store.morganclaypool.com PO Series Editor: Daniel Ashlock, University of Guelph O L Affordance Theory in Game Design A Guide Toward Understanding Players Synthesis Lectures on Games and Computational Intelligence Editor DanielAshlock,UniversityofGuelph SynthesisLecturesonGames&ComputationalIntelligenceisaninnovativeresourceconsistingof 75-150pagebooksontopicspertainingtodigitalgames,includinggameplayingandgamesolving algorithms;gamedesigntechniques;artificialandcomputationalintelligencetechniquesforgame design,play,andanalysis;classicalgametheoryinadigitalenvironment,andautomaticcontent generationforgames.ThescopeincludesthetopicsrelevanttoconferenceslikeIEEE-CIG, AAAI-AIIDE,DIGRA,andFDGconferencesaswellasthegamesspecialsessionsoftheWCCI andGECCOconferences. AffordanceTheoryinGameDesign:AGuideTowardUnderstandingPlayers HamnaAslamandJosephAlexanderBrown 2020 GeneralVideoGameArtificialIntelligence DiegoPérezLiébana,SimonM.Lucas,RalucaD.Gaina,JulianTogelius,AhmedKhalifa,and JianlinLiu 2019 OntheStudyofHumanCooperationviaComputerSimulation:WhyExistingComputer ModelsFailtoTellUsMuchofAnything GarrisonW.Greenwood 2019 ExploringRepresentationinEvolutionaryLevelDesign DanielAshlock 2018 OntheDesignofGame-PlayingAgents Eun-YounKimandDanielAshlock 2017 iii GameTheory:AClassicalIntroduction,MathematicalGames,andtheTournament AndrewMcEachern 2017 Copyright©2020byMorgan&Claypool Allrightsreserved.Nopartofthispublicationmaybereproduced,storedinaretrievalsystem,ortransmittedin anyformorbyanymeans—electronic,mechanical,photocopy,recording,oranyotherexceptforbriefquotations inprintedreviews,withoutthepriorpermissionofthepublisher. AffordanceTheoryinGameDesign:AGuideTowardUnderstandingPlayers HamnaAslamandJosephAlexanderBrown www.morganclaypool.com ISBN:9781681737522 paperback ISBN:9781681737539 ebook ISBN:9781681737546 hardcover DOI10.2200/S00977ED1V01Y201912GCI006 APublicationintheMorgan&ClaypoolPublishersseries SYNTHESISLECTURESONGAMESANDCOMPUTATIONALINTELLIGENCE Lecture#6 SeriesEditor:DanielAshlock,UniversityofGuelph SeriesISSN Print2573-6485 Electronic2573-6493 Affordance Theory in Game Design A Guide Toward Understanding Players Hamna Aslam and Joseph Alexander Brown InnopolisUniversity SYNTHESISLECTURESONGAMESANDCOMPUTATIONAL INTELLIGENCE#6 M &C Morgan &cLaypool publishers ABSTRACT Games, whether educational or recreational, are meant to be fun. How do we ensure that the gamedeliversitsintent? Theanswertothisquestionisplaytesting.However,ahaphazardplaytestprocesscannot discoverplayexperiencefromvariousdimensions.Players’perceptions,affordances,age,gender, culture,andmanymorehumanfactorsinfluenceplayexperience.Aplaytestrequiresanintensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for thedesigner. Playtestingandplayers’affordancesarethefocusofthisbook.Thisbookisnotjustabout theplaytestproceduresbutalsodemonstrateshowtheyleadtotheconclusionsobtainedwhen consideringdatasets.Theplaytestprocessorplayteststoriesdifferaccordingtothehypothesis underinvestigation.Wecoverexamplesofplaytestingtoidentifytheimpactofhumanfactors, such as age and gender, to examine a player’s preferences for game objects’ design and colors. Thebookdetailstopicstoreflectonpossibleemotionaloutcomesoftheplayerattheearlystages ofgamedesignaswellasthemethodologyforpresentingquestionstoplayersinsuchawayas toelicitauthenticfeedback. This book is intended mainly for game designers, researchers, and developers. However, it provides a general understanding of affordances and human factors that can be informative forreadersworkinginanydomain. KEYWORDS game design, human-computing interfaces, affordances, playtesting, user experi- ence vii Contents Preface ........................................................... xi Acknowledgments ................................................ xiii 1 Introduction .......................................................1 1.1 HowtoReadtheBook ............................................ 2 2 AffordanceTheoryandGameDesign...................................5 2.1 JamesJeromeGibsonandDonaldNorman’sAffordanceTheories .......... 5 2.2 HowCanAffordancesbeInvestigated? ............................... 9 2.2.1 Playtest ................................................. 10 2.3 PlaytestLeadingtoGibsonandNorman’sAffordancesAnalysis........... 12 3 AFocusedConversationalModelforGameDesignandPlaytest ...........15 3.1 TheCARDModel ............................................... 16 3.1.1 Context ................................................. 17 3.1.2 Activity ................................................. 17 3.1.3 Reflection ............................................... 17 3.1.4 Documentation ........................................... 17 3.1.5 Playtests................................................. 17 3.2 TheFocusedConversationModel–ORID ........................... 18 3.2.1 Objective ................................................ 18 3.2.2 Relational ............................................... 18 3.2.3 Interpretive .............................................. 18 3.2.4 Decisional ............................................... 18 3.3 CaseStudy ..................................................... 19 3.3.1 Context ................................................. 19 3.3.2 Activity ................................................. 19 3.3.3 Reflection ............................................... 20 3.3.4 Documentation ........................................... 22 3.4 Findings ....................................................... 22 3.4.1 LaterRoundsCouldGoLonger ............................. 22 viii 3.4.2 DevelopmentofAnti-Rules ................................. 22 3.4.3 FacilitatorasanAppeal..................................... 23 3.5 Conclusions .................................................... 23 4 ADesigner’sReflectiononGameDesignConsideringPlayers’Emotions ...25 4.1 Question-BasedIterativeProcess ................................... 26 4.2 ReflectiononSevenQuestionsProcess............................... 28 4.2.1 RevisitingtheFirstQuestion ................................ 28 4.2.2 RevisitingtheSecondQuestion .............................. 28 4.2.3 RevisitingtheThirdQuestion ............................... 29 4.2.4 RevisitingFourthQuestion ................................. 29 4.2.5 RevisitingFifthQuestion ................................... 30 4.2.6 RevisitingSixthQuestion................................... 30 4.2.7 RevisitingSeventhQuestion ................................ 30 4.2.8 FurtherIterations ......................................... 30 4.3 IncorporationtoOtherGameDesignApproaches ..................... 31 4.4 Discussion...................................................... 31 5 AgeandPlay ......................................................33 5.1 AgeandPlay.................................................... 33 5.2 Playtest ........................................................ 34 5.2.1 RationaleforSelectingHivePocketandHanabi ................ 35 5.3 AnalysisofParticipants’Responses .................................. 36 5.3.1 HivePocket.............................................. 36 5.3.2 Hanabi.................................................. 40 5.4 Discussion...................................................... 42 6 GenderandPlay ...................................................45 6.1 Methodology ................................................... 47 6.1.1 Human-CenteredDesignAndAffordances .................... 47 6.2 TestedGame ................................................... 48 6.3 ExperimentalDesign ............................................. 50 6.4 ResultsandAnalysis.............................................. 51 6.4.1 QuantitativeAnalysis ...................................... 51 6.4.2 ObservationalAnalysis ..................................... 52 6.5 Conclusions .................................................... 56

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.