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THE PLAYER, PLAYING THE PLAY
ND Bowman
University of Toronto
31 Sept 2013
Media and
Interaction Lab
PREAMBLE: S  O  R
University of Toronto
S  O  R
Stimulus Response
S  O  R
Stimulus Response
Organism
S  O  R
VIDEO games
• Virtual environments
Video GAMES
• Challenge systems
UNCANNY VALLEY
UT 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
UNCANNY VALLEY
• As virtual worlds get
more realistic, we
begin to question
them
UNCANNY VALLEY
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?
“GUT” OR “GAME”?
UT Guest Lecture
“GUT” OR “GAME”
• Virtual worlds allow
us to make “virtual”
decisions…
• But where do these
decisions come
from?
 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”
Harm/Care
Fairness
Authority
Loyalty
Purity
“GUT” OR “GAME”
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”
“GUT” OR “GAME”
The linear relationship (H1) The binary relationship (H2)
“GUT” OR “GAME”
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”
“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…
BONUS: HABITS & DECISIONS
• How virtual is virtual?
– Media used in habit
training
– Our minds don’t
separate “actual”
and “virtual”
Walking as dominant lifestyle activity
Step one
Video game skill -.382 -3.05 .004
Body shame .338 2.71 .010
F(2,47) = 12.6
p < .001
R2 = .348
Step two
Video game skill -.387 -3.08 .003
Body shame .326 2.59 .013
Experimental condition
(0 = waypoint, 1 = freeplay)
-.109 -.919 .363
F(4,46) = .844
p = .363
ΔR2 = .012
REAL HABITS AS
VIRTUAL BEHAVIOR
β T Sig.
Walking not dominant lifestyle activity
Step one
Video game skill -.264 -1.72 .093
Body shame .165 1.07 .289
F(2,47) = 3.78
p = .030
R2 = .139
Step two
Video game skill -.189 -1.24 .221
Body shame .218 1.45 .154
Experimental condition
(0 = waypoint, 1 = freeplay)
-.285 -2.21 .039
F(3,46) = 4.50
p = .039
ΔR2 = .077
REAL HABITS AS
VIRTUAL BEHAVIOR
• Implications
– In decreasingly-”virtual”
spaces, real habits =
virtual habits
– IDs external predictors
of observed game
choices
SELECTIVE EXPOSURE
UT 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.
• 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
SELECTIVE EXPOSURE
• BOREDOM was
induced with a
bowl of 600 metal
rings and an
“endless” string
• STRESS was
induced with a
modified GRE
SELECTIVE EXPOSURE
SELECTIVE EXPOSURE
SELECTIVE EXPOSURE
• Interactivity = Demanding
– Cognitively demanding
– Behaviorally demanding
– Affectively demanding
– Socially demanding?
ENJOYMENT + APPRECIATION
UT 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
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?
ENJOYMENT + APPRECIATION
“Indeed, to say that one „„enjoyed‟‟
or was „„entertained by‟‟ a film
such as Hotel Rwanda would seem
decidedly odd, at best” (Oliver &
Raney, 2011).
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
ENJOYMENT + APPRECIATION
Hey, this is really:
• Arousing
• Exciting
• Pleasurable
• Diversionary
Hey, this is really:
• Reflective
• Inspiring
• Expressive
• Meaningful
BONUS: CONTROL + COGNITION
BONUS: CONTROL + COGNITION
• 97.6% fun vs. 71.9%
meaningful
• “insight” as separate need
• “Pleasure of Control”
• “Pleasure of Cognition”
BONUS: CONTROL + COGNITION
Enjoyment Appreciation
Step 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+
BONUS: CONTROL + COGNITION
• Implications
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?
FOR MORE INFORMATION
• Nick Bowman, Ph.D. [CV]
Twitter (@bowmanspartan)
Skype (nicholasdbowman)
nicholas.bowman@mail.wvu.edu
Media and
Interaction Lab

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

  • 1. THE PLAYER, PLAYING THE PLAY ND Bowman University of Toronto 31 Sept 2013 Media and Interaction Lab
  • 2. PREAMBLE: S  O  R University of Toronto
  • 3. S  O  R Stimulus Response
  • 4. S  O  R Stimulus Response Organism
  • 5. S  O  R VIDEO games • Virtual environments Video GAMES • Challenge systems
  • 6. UNCANNY VALLEY UT 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
  • 7. UNCANNY VALLEY • As virtual worlds get more realistic, we begin to question them
  • 9. 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?
  • 11. “GUT” OR “GAME” • Virtual worlds allow us to make “virtual” decisions… • But where do these decisions come from?
  • 12.  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”
  • 14. 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”
  • 16. The linear relationship (H1) The binary relationship (H2) “GUT” OR “GAME”
  • 17. 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”
  • 18. “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…
  • 19. BONUS: HABITS & DECISIONS • How virtual is virtual? – Media used in habit training – Our minds don’t separate “actual” and “virtual”
  • 20. Walking as dominant lifestyle activity Step one Video game skill -.382 -3.05 .004 Body shame .338 2.71 .010 F(2,47) = 12.6 p < .001 R2 = .348 Step two Video game skill -.387 -3.08 .003 Body shame .326 2.59 .013 Experimental condition (0 = waypoint, 1 = freeplay) -.109 -.919 .363 F(4,46) = .844 p = .363 ΔR2 = .012 REAL HABITS AS VIRTUAL BEHAVIOR β T Sig. Walking not dominant lifestyle activity Step one Video game skill -.264 -1.72 .093 Body shame .165 1.07 .289 F(2,47) = 3.78 p = .030 R2 = .139 Step two Video game skill -.189 -1.24 .221 Body shame .218 1.45 .154 Experimental condition (0 = waypoint, 1 = freeplay) -.285 -2.21 .039 F(3,46) = 4.50 p = .039 ΔR2 = .077
  • 21. REAL HABITS AS VIRTUAL BEHAVIOR • Implications – In decreasingly-”virtual” spaces, real habits = virtual habits – IDs external predictors of observed game choices
  • 22. SELECTIVE EXPOSURE UT 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.
  • 23. • 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
  • 24. SELECTIVE EXPOSURE • BOREDOM was induced with a bowl of 600 metal rings and an “endless” string • STRESS was induced with a modified GRE
  • 27. SELECTIVE EXPOSURE • Interactivity = Demanding – Cognitively demanding – Behaviorally demanding – Affectively demanding – Socially demanding?
  • 28. ENJOYMENT + APPRECIATION UT 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
  • 29. 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?
  • 30. ENJOYMENT + APPRECIATION “Indeed, to say that one „„enjoyed‟‟ or was „„entertained by‟‟ a film such as Hotel Rwanda would seem decidedly odd, at best” (Oliver & Raney, 2011).
  • 31. 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
  • 32. ENJOYMENT + APPRECIATION Hey, this is really: • Arousing • Exciting • Pleasurable • Diversionary Hey, this is really: • Reflective • Inspiring • Expressive • Meaningful
  • 33. BONUS: CONTROL + COGNITION
  • 34. BONUS: CONTROL + COGNITION • 97.6% fun vs. 71.9% meaningful • “insight” as separate need • “Pleasure of Control” • “Pleasure of Cognition”
  • 35. BONUS: CONTROL + COGNITION Enjoyment Appreciation Step 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+
  • 36. BONUS: CONTROL + COGNITION • Implications
  • 37. 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?
  • 38. FOR MORE INFORMATION • Nick Bowman, Ph.D. [CV] Twitter (@bowmanspartan) Skype (nicholasdbowman) nicholas.bowman@mail.wvu.edu Media and Interaction Lab