SlideShare uma empresa Scribd logo
1 de 27
Baixar para ler offline
Tackling Audience Experiences
in Games
Dr. Johanna Pirker, TU Graz
Rainer Angermann, Rarebyte
Outline
● Who is "the spectator"?
● How to design to engage the spectator?
● How to evaluate spectator engagement?
Who Is the
Spectator?
The Player
● Good playing and streaming
experience
● Interaction possibilities with
viewers
● Entertainment of viewers
● Building a communitiy
The Spectator
● Understanding the
gameplay/mechanics/rules
● Interactions with the player
and/or other viewers
● Being entertained and surprised
● Being part of a community
Streaming At Home eSports
Event
Event Game
Where to Find Spectators
The Psychology of the Spectator
● Spectators != Fans
● The fan is more motivated by the
achievements, the spectator is motivated by
the aesthetics, the skill of the player(s), drama
● Spectator behavior fulfill social / psychological
needs
● Maslow's needs, escape-seeking model
Loyalty
Attraction
Adhesion
Conscience
Fan
Viewer
Motives for Spectating
● Identification: associated with successful player, self-esteem, success
● Aesthetics: appreciation of the beauty of the game
● Drama & Excitement: experience pleasent
stress/stimulation, entertainment, risk, competition
● Escape: escape from the daily routing, fantasy
● Knowledge: – enjoy players' skills
● Social Interaction: affiliation to a community, to a group
● Team/Player Support: connection to a player/ esports team, local support
(Matsuoka, 2014 and Dos Santos, Rios 2014)
How to Design
to Engage the
Spectator?
Main Goals
Create a playable game
vs.
Create a watchable game
Viewers need to be able to understand the game, be able to keep track of
everything, and need reasons to keep watching
Designing for Spectator Personas
● The Bystander
● The Curious
● The Inspired
● The Pupil
● The Unsatisfied
● The Entertained
● The Assistant
● The Commentator
● The Crowd
(Cheung and Huang, 2011)
Three Phases of Spectator Engagement
Attract & Teach
Attract viewers with
gameplay. The game needs to
be understood fast and
simply by watching someone
else play the game.
Retain
The game should be interesting
& entertaining to watch;
entertain and surprise viewers
Involve & Engage
Involving viewers in
the experience, allow interactio
n with the player,other viewers,
the game
Goal: Create a watch-able game: viewers need to be able to understand the game, be able to keep track of everything, and
need reasons to keep watching
… to Support the Spectator's Motives
Attract & Teach
Aesthetics
Drama/excitement
Simplicity - easy to grasp through
observation
Retain
Drama
Build up knowledge
Unpredictability/
close call
Involve & Engage
Social interaction
Achievement
Identification
Teach others
Team/player support
A Viewer Walks into a… Stream:
„What is happening here?“
● The game needs to be easy to pickup
● Viewers learn about the game while watching
Design to Attract Viewers
● Game design, battles, graphics, UI features give spectators
visual hints and experiences about the actions, tactics, and
emotions
● Graphics/colour/scenery helps them to understand the
emotion and the current situation in the game (e.g.
winning/losing)
LoL: Color scheme
indicating what is
"happening"
Design to Teach
● UI for players
● Focus on the player’s character
● Feedback
● UI for spectators/viewers
● Overview of all players (multiplayer)
● Comparison of players/stats
For spectators
For the player
Why do Viewers stay or come back?
● Competition
● Drama
● Affiliation/ Support
Design for Drama
● Create intense
playthroughs/matches
● Mechanics to rebalance
different player skills
Design to Create the Unexpected
As a viewer you should never know exactly
what will happen next
● Add random events/story twists to
change the balance within the game
● Add surprise boxes/crates, loot, …
„We Are Screwed!“:
Procedural content and
random events force players
to change roles
Strategy to keep spectator interested: Information Asymmetry
Spectator and player have different information pieces of the game
Known by spectator:
● Position of other players
● Composition of other teams
● Traps
Known by player:
● Stategies, plans, capabilities
Example: League of Legends
Design Information Asymmetry
Let Viewers Participate
● Passive: Rename in-game
characters
● Active: Let viewers decide/vote
for choices, item drops etc.
Build a Community
● Make it accessible
● Audience should feel welcome
● Players should feel save
● Let viewers be „a part of something“
Evaluation
Strategies
Evaluation Strategies - Overview
● Observation
● Think-out loud
● Physiological data
● In-game metrics and data
● Interviews
● Focus groups
● Questionnaires
● ….
Example: The Indie's Point of View
Evaluation Strategies - "The Party Test"
● Goal: Understand the first-time users and also spectators' experience, identify issues (onboarding,
usability, playability) and identify both player and spectator engagement and experience.
● Procedure: Similar to focus group. Invite 15-20 people to the office ("play party"). First players are
asked to play through parts of the game and the other participants are engaged to actively
watch/observe the others play the game. Let 2-4 play the game. Only basics instructions are given
such as “Run!”
● Data Analysis: Data is collected through interviews/questionnaires/logs/TA logs. The analysis is
then qualitative or quantitative. E.g. ask bother players and spectators of the session questions
about the game to learn if the mechanics are clear. Also questions related to
motivation/engagement are crucial.
Example: The Academic's Point of View
Evaluation Strategies - "Interaction Data Analysis"
● Goal: Understand the behavior of spectators as a part of a
community by analyzing the interaction data of spectators or
community data (e.g. Twitch or Twitter data).
● Procedure: The interaction data of spectators is logged and analyzed
to create engagement measures. An interaction graph can
be constructed based on spectator interaction data.
● Data Analysis: Data is collected through in-game or in-stream logs
showing the spectator's interaction with the game. Different data
analysis methods can be applied such as interaction graphs or
interaction charts.
Evaluation Strategies
Research Institution Meets Game Studio
Data
Definition
Plan &
Prototype
Playtest
•Observe
•Collect Data
Evaluate
● Data definition: involvement of the research
institution in the process to define evaluation
points and logging data
● Plan & prototype: studio develops prototype
including data definition strategies
● Playtest: studio collects data based on the
defined strategies
● Evaluation: research institution supports with
evaluation strategies and analysis
Thanks!
Dr. Johanna Pirker, TU Graz
@JoeyPrink
Rainer Angermann, Rarebyte
@rangermann

Mais conteúdo relacionado

Mais procurados

Exploratory and Collaborative Learning - Experience in Immersive Environments
Exploratory and Collaborative Learning - Experience in Immersive EnvironmentsExploratory and Collaborative Learning - Experience in Immersive Environments
Exploratory and Collaborative Learning - Experience in Immersive EnvironmentsJohanna Pirker
 
Level Up - Everything you need to know about search, you learned playing vide...
Level Up - Everything you need to know about search, you learned playing vide...Level Up - Everything you need to know about search, you learned playing vide...
Level Up - Everything you need to know about search, you learned playing vide...Lucidworks
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
 
Game Analysis at HEVGA PhD Summer School
Game Analysis at HEVGA PhD Summer SchoolGame Analysis at HEVGA PhD Summer School
Game Analysis at HEVGA PhD Summer SchoolPetri Lankoski
 
How to ditch meetings and play games instead
How to ditch meetings and play games insteadHow to ditch meetings and play games instead
How to ditch meetings and play games insteadNeil Turner
 
2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our Games2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our GamesJohanna Pirker
 
How to ditch meetings and start playing games (UX in the City - Manchester 2017)
How to ditch meetings and start playing games (UX in the City - Manchester 2017)How to ditch meetings and start playing games (UX in the City - Manchester 2017)
How to ditch meetings and start playing games (UX in the City - Manchester 2017)Neil Turner
 
Four ways game research field approach narrative
Four ways game research field approach narrativeFour ways game research field approach narrative
Four ways game research field approach narrativeMirjam Eladhari
 
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
 
2. research(radio)
2. research(radio)2. research(radio)
2. research(radio)Josh Ruff
 
Game Treatment Template
Game Treatment TemplateGame Treatment Template
Game Treatment TemplateMarjoryCrooks
 
Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...
Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...
Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...DevGAMM Conference
 
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...MuseWeb Foundation
 
4. interactive proposal (1)
4. interactive proposal (1)4. interactive proposal (1)
4. interactive proposal (1)OliverFrost4
 

Mais procurados (18)

Exploratory and Collaborative Learning - Experience in Immersive Environments
Exploratory and Collaborative Learning - Experience in Immersive EnvironmentsExploratory and Collaborative Learning - Experience in Immersive Environments
Exploratory and Collaborative Learning - Experience in Immersive Environments
 
Level Up - Everything you need to know about search, you learned playing vide...
Level Up - Everything you need to know about search, you learned playing vide...Level Up - Everything you need to know about search, you learned playing vide...
Level Up - Everything you need to know about search, you learned playing vide...
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game Therapy
 
Game Analysis at HEVGA PhD Summer School
Game Analysis at HEVGA PhD Summer SchoolGame Analysis at HEVGA PhD Summer School
Game Analysis at HEVGA PhD Summer School
 
How to ditch meetings and play games instead
How to ditch meetings and play games insteadHow to ditch meetings and play games instead
How to ditch meetings and play games instead
 
2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our Games2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our Games
 
How to ditch meetings and start playing games (UX in the City - Manchester 2017)
How to ditch meetings and start playing games (UX in the City - Manchester 2017)How to ditch meetings and start playing games (UX in the City - Manchester 2017)
How to ditch meetings and start playing games (UX in the City - Manchester 2017)
 
Four ways game research field approach narrative
Four ways game research field approach narrativeFour ways game research field approach narrative
Four ways game research field approach narrative
 
Let's put the right questions
Let's put the right questionsLet's put the right questions
Let's put the right questions
 
Usabilty workshop, Cluj Napoca
Usabilty workshop, Cluj NapocaUsabilty workshop, Cluj Napoca
Usabilty workshop, Cluj Napoca
 
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
 
FMP Pitch
FMP PitchFMP Pitch
FMP Pitch
 
2. research(radio)
2. research(radio)2. research(radio)
2. research(radio)
 
Game Treatment Template
Game Treatment TemplateGame Treatment Template
Game Treatment Template
 
Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...
Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...
Cross-Promotion: The Benefits of Collaborating with Other Developers / Philom...
 
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...
 
4. interactive proposal (1)
4. interactive proposal (1)4. interactive proposal (1)
4. interactive proposal (1)
 
2. initial plans
2. initial plans2. initial plans
2. initial plans
 

Semelhante a Tackling Audience Experiences in Games - Gdc19 UX

New Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptxNew Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptxnilesh405711
 
Using Data Science for Behavioural Game Design
Using Data Science for Behavioural Game DesignUsing Data Science for Behavioural Game Design
Using Data Science for Behavioural Game DesignGameCamp
 
LAFS Game Design 8 - Playtesting
LAFS Game Design 8 - PlaytestingLAFS Game Design 8 - Playtesting
LAFS Game Design 8 - PlaytestingDavid Mullich
 
98 374 Lesson 01-slides
98 374 Lesson 01-slides98 374 Lesson 01-slides
98 374 Lesson 01-slidesTracie King
 
Do this First! Issue Hierarchy
Do this First! Issue HierarchyDo this First! Issue Hierarchy
Do this First! Issue HierarchySteven Mathiesen
 
Game design 4
Game design 4Game design 4
Game design 4Benjey
 
Beyond Gamification: designing the player journey
Beyond Gamification: designing the player journeyBeyond Gamification: designing the player journey
Beyond Gamification: designing the player journeyAmy Jo Kim
 
Learning Analytics Serious Games Cognitive Disabilities
Learning Analytics Serious Games Cognitive DisabilitiesLearning Analytics Serious Games Cognitive Disabilities
Learning Analytics Serious Games Cognitive DisabilitiesBaltasar Fernández-Manjón
 
Coping with Verbal Abuse in Online Games
Coping with Verbal Abuse in Online GamesCoping with Verbal Abuse in Online Games
Coping with Verbal Abuse in Online GamesDenique Ferguson
 
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
 
Smart Gamification GDC2011
Smart Gamification GDC2011Smart Gamification GDC2011
Smart Gamification GDC2011Amy Jo Kim
 
Beyond Gamification: 7 Core Concepts for Creating Compelling Products
Beyond Gamification: 7 Core Concepts for Creating Compelling Products Beyond Gamification: 7 Core Concepts for Creating Compelling Products
Beyond Gamification: 7 Core Concepts for Creating Compelling Products Amy Jo Kim
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?Eva Handriyantini
 
Schechner's performance studies frame
Schechner's performance studies frameSchechner's performance studies frame
Schechner's performance studies frameEmma Westecott
 
"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions PortlandCarolyn Chandler
 

Semelhante a Tackling Audience Experiences in Games - Gdc19 UX (20)

Applying Game Concepts To Learning
Applying Game Concepts To LearningApplying Game Concepts To Learning
Applying Game Concepts To Learning
 
New Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptxNew Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptx
 
GDTK
GDTKGDTK
GDTK
 
Using Data Science for Behavioural Game Design
Using Data Science for Behavioural Game DesignUsing Data Science for Behavioural Game Design
Using Data Science for Behavioural Game Design
 
Various Topics on Game Design
Various Topics on Game DesignVarious Topics on Game Design
Various Topics on Game Design
 
LAFS Game Design 8 - Playtesting
LAFS Game Design 8 - PlaytestingLAFS Game Design 8 - Playtesting
LAFS Game Design 8 - Playtesting
 
Collaborative Games
Collaborative GamesCollaborative Games
Collaborative Games
 
98 374 Lesson 01-slides
98 374 Lesson 01-slides98 374 Lesson 01-slides
98 374 Lesson 01-slides
 
Do this First! Issue Hierarchy
Do this First! Issue HierarchyDo this First! Issue Hierarchy
Do this First! Issue Hierarchy
 
Game design 4
Game design 4Game design 4
Game design 4
 
Beyond Gamification: designing the player journey
Beyond Gamification: designing the player journeyBeyond Gamification: designing the player journey
Beyond Gamification: designing the player journey
 
Learning Analytics Serious Games Cognitive Disabilities
Learning Analytics Serious Games Cognitive DisabilitiesLearning Analytics Serious Games Cognitive Disabilities
Learning Analytics Serious Games Cognitive Disabilities
 
Coping with Verbal Abuse in Online Games
Coping with Verbal Abuse in Online GamesCoping with Verbal Abuse in Online Games
Coping with Verbal Abuse in Online Games
 
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
 
Smart Gamification GDC2011
Smart Gamification GDC2011Smart Gamification GDC2011
Smart Gamification GDC2011
 
Beyond Gamification: 7 Core Concepts for Creating Compelling Products
Beyond Gamification: 7 Core Concepts for Creating Compelling Products Beyond Gamification: 7 Core Concepts for Creating Compelling Products
Beyond Gamification: 7 Core Concepts for Creating Compelling Products
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?
 
Schechner's performance studies frame
Schechner's performance studies frameSchechner's performance studies frame
Schechner's performance studies frame
 
"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland
 
Designing for Competition
Designing for Competition Designing for Competition
Designing for Competition
 

Mais de Johanna Pirker

Social Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam NetworkSocial Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam NetworkJohanna Pirker
 
Motivational Active Learning - Reimagine Education 2015
Motivational Active Learning - Reimagine Education 2015 Motivational Active Learning - Reimagine Education 2015
Motivational Active Learning - Reimagine Education 2015 Johanna Pirker
 
Learning in Collaborative and Motivational Environments
Learning in Collaborative and Motivational EnvironmentsLearning in Collaborative and Motivational Environments
Learning in Collaborative and Motivational EnvironmentsJohanna Pirker
 
ACM ITICSE 2014 - Talk on Motivational Active Learning
ACM ITICSE 2014 - Talk on Motivational Active LearningACM ITICSE 2014 - Talk on Motivational Active Learning
ACM ITICSE 2014 - Talk on Motivational Active LearningJohanna Pirker
 
September Game Jam 2014 Graz
September Game Jam 2014 GrazSeptember Game Jam 2014 Graz
September Game Jam 2014 GrazJohanna Pirker
 
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Design and Evaluation of a Learner-Centric Immersive Learning Environment for...
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Johanna Pirker
 
Learning in Virtual Worlds
Learning in Virtual WorldsLearning in Virtual Worlds
Learning in Virtual WorldsJohanna Pirker
 

Mais de Johanna Pirker (8)

Social Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam NetworkSocial Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam Network
 
Motivational Active Learning - Reimagine Education 2015
Motivational Active Learning - Reimagine Education 2015 Motivational Active Learning - Reimagine Education 2015
Motivational Active Learning - Reimagine Education 2015
 
Learning in Collaborative and Motivational Environments
Learning in Collaborative and Motivational EnvironmentsLearning in Collaborative and Motivational Environments
Learning in Collaborative and Motivational Environments
 
ACM ITICSE 2014 - Talk on Motivational Active Learning
ACM ITICSE 2014 - Talk on Motivational Active LearningACM ITICSE 2014 - Talk on Motivational Active Learning
ACM ITICSE 2014 - Talk on Motivational Active Learning
 
September Game Jam 2014 Graz
September Game Jam 2014 GrazSeptember Game Jam 2014 Graz
September Game Jam 2014 Graz
 
Virtual Teal World
Virtual Teal WorldVirtual Teal World
Virtual Teal World
 
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Design and Evaluation of a Learner-Centric Immersive Learning Environment for...
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...
 
Learning in Virtual Worlds
Learning in Virtual WorldsLearning in Virtual Worlds
Learning in Virtual Worlds
 

Último

Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businesspanagenda
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAndrey Devyatkin
 
Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024The Digital Insurer
 
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Zilliz
 
"I see eyes in my soup": How Delivery Hero implemented the safety system for ...
"I see eyes in my soup": How Delivery Hero implemented the safety system for ..."I see eyes in my soup": How Delivery Hero implemented the safety system for ...
"I see eyes in my soup": How Delivery Hero implemented the safety system for ...Zilliz
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWERMadyBayot
 
Spring Boot vs Quarkus the ultimate battle - DevoxxUK
Spring Boot vs Quarkus the ultimate battle - DevoxxUKSpring Boot vs Quarkus the ultimate battle - DevoxxUK
Spring Boot vs Quarkus the ultimate battle - DevoxxUKJago de Vreede
 
DEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 AmsterdamDEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 AmsterdamUiPathCommunity
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodJuan lago vázquez
 
Ransomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdfRansomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdfOverkill Security
 
Architecting Cloud Native Applications
Architecting Cloud Native ApplicationsArchitecting Cloud Native Applications
Architecting Cloud Native ApplicationsWSO2
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FMESafe Software
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century educationjfdjdjcjdnsjd
 
FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024The Digital Insurer
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processorsdebabhi2
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...DianaGray10
 
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Orbitshub
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...apidays
 

Último (20)

Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire business
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024
 
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
 
"I see eyes in my soup": How Delivery Hero implemented the safety system for ...
"I see eyes in my soup": How Delivery Hero implemented the safety system for ..."I see eyes in my soup": How Delivery Hero implemented the safety system for ...
"I see eyes in my soup": How Delivery Hero implemented the safety system for ...
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
 
Spring Boot vs Quarkus the ultimate battle - DevoxxUK
Spring Boot vs Quarkus the ultimate battle - DevoxxUKSpring Boot vs Quarkus the ultimate battle - DevoxxUK
Spring Boot vs Quarkus the ultimate battle - DevoxxUK
 
DEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 AmsterdamDEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
 
Ransomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdfRansomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdf
 
Architecting Cloud Native Applications
Architecting Cloud Native ApplicationsArchitecting Cloud Native Applications
Architecting Cloud Native Applications
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century education
 
FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...
 

Tackling Audience Experiences in Games - Gdc19 UX

  • 1. Tackling Audience Experiences in Games Dr. Johanna Pirker, TU Graz Rainer Angermann, Rarebyte
  • 2. Outline ● Who is "the spectator"? ● How to design to engage the spectator? ● How to evaluate spectator engagement?
  • 4. The Player ● Good playing and streaming experience ● Interaction possibilities with viewers ● Entertainment of viewers ● Building a communitiy The Spectator ● Understanding the gameplay/mechanics/rules ● Interactions with the player and/or other viewers ● Being entertained and surprised ● Being part of a community
  • 5. Streaming At Home eSports Event Event Game Where to Find Spectators
  • 6. The Psychology of the Spectator ● Spectators != Fans ● The fan is more motivated by the achievements, the spectator is motivated by the aesthetics, the skill of the player(s), drama ● Spectator behavior fulfill social / psychological needs ● Maslow's needs, escape-seeking model Loyalty Attraction Adhesion Conscience Fan Viewer
  • 7. Motives for Spectating ● Identification: associated with successful player, self-esteem, success ● Aesthetics: appreciation of the beauty of the game ● Drama & Excitement: experience pleasent stress/stimulation, entertainment, risk, competition ● Escape: escape from the daily routing, fantasy ● Knowledge: – enjoy players' skills ● Social Interaction: affiliation to a community, to a group ● Team/Player Support: connection to a player/ esports team, local support (Matsuoka, 2014 and Dos Santos, Rios 2014)
  • 8. How to Design to Engage the Spectator?
  • 9. Main Goals Create a playable game vs. Create a watchable game Viewers need to be able to understand the game, be able to keep track of everything, and need reasons to keep watching
  • 10. Designing for Spectator Personas ● The Bystander ● The Curious ● The Inspired ● The Pupil ● The Unsatisfied ● The Entertained ● The Assistant ● The Commentator ● The Crowd (Cheung and Huang, 2011)
  • 11. Three Phases of Spectator Engagement Attract & Teach Attract viewers with gameplay. The game needs to be understood fast and simply by watching someone else play the game. Retain The game should be interesting & entertaining to watch; entertain and surprise viewers Involve & Engage Involving viewers in the experience, allow interactio n with the player,other viewers, the game Goal: Create a watch-able game: viewers need to be able to understand the game, be able to keep track of everything, and need reasons to keep watching
  • 12. … to Support the Spectator's Motives Attract & Teach Aesthetics Drama/excitement Simplicity - easy to grasp through observation Retain Drama Build up knowledge Unpredictability/ close call Involve & Engage Social interaction Achievement Identification Teach others Team/player support
  • 13. A Viewer Walks into a… Stream: „What is happening here?“ ● The game needs to be easy to pickup ● Viewers learn about the game while watching
  • 14. Design to Attract Viewers ● Game design, battles, graphics, UI features give spectators visual hints and experiences about the actions, tactics, and emotions ● Graphics/colour/scenery helps them to understand the emotion and the current situation in the game (e.g. winning/losing) LoL: Color scheme indicating what is "happening"
  • 15. Design to Teach ● UI for players ● Focus on the player’s character ● Feedback ● UI for spectators/viewers ● Overview of all players (multiplayer) ● Comparison of players/stats For spectators For the player
  • 16. Why do Viewers stay or come back? ● Competition ● Drama ● Affiliation/ Support
  • 17. Design for Drama ● Create intense playthroughs/matches ● Mechanics to rebalance different player skills
  • 18. Design to Create the Unexpected As a viewer you should never know exactly what will happen next ● Add random events/story twists to change the balance within the game ● Add surprise boxes/crates, loot, … „We Are Screwed!“: Procedural content and random events force players to change roles
  • 19. Strategy to keep spectator interested: Information Asymmetry Spectator and player have different information pieces of the game Known by spectator: ● Position of other players ● Composition of other teams ● Traps Known by player: ● Stategies, plans, capabilities Example: League of Legends Design Information Asymmetry
  • 20. Let Viewers Participate ● Passive: Rename in-game characters ● Active: Let viewers decide/vote for choices, item drops etc.
  • 21. Build a Community ● Make it accessible ● Audience should feel welcome ● Players should feel save ● Let viewers be „a part of something“
  • 23. Evaluation Strategies - Overview ● Observation ● Think-out loud ● Physiological data ● In-game metrics and data ● Interviews ● Focus groups ● Questionnaires ● ….
  • 24. Example: The Indie's Point of View Evaluation Strategies - "The Party Test" ● Goal: Understand the first-time users and also spectators' experience, identify issues (onboarding, usability, playability) and identify both player and spectator engagement and experience. ● Procedure: Similar to focus group. Invite 15-20 people to the office ("play party"). First players are asked to play through parts of the game and the other participants are engaged to actively watch/observe the others play the game. Let 2-4 play the game. Only basics instructions are given such as “Run!” ● Data Analysis: Data is collected through interviews/questionnaires/logs/TA logs. The analysis is then qualitative or quantitative. E.g. ask bother players and spectators of the session questions about the game to learn if the mechanics are clear. Also questions related to motivation/engagement are crucial.
  • 25. Example: The Academic's Point of View Evaluation Strategies - "Interaction Data Analysis" ● Goal: Understand the behavior of spectators as a part of a community by analyzing the interaction data of spectators or community data (e.g. Twitch or Twitter data). ● Procedure: The interaction data of spectators is logged and analyzed to create engagement measures. An interaction graph can be constructed based on spectator interaction data. ● Data Analysis: Data is collected through in-game or in-stream logs showing the spectator's interaction with the game. Different data analysis methods can be applied such as interaction graphs or interaction charts.
  • 26. Evaluation Strategies Research Institution Meets Game Studio Data Definition Plan & Prototype Playtest •Observe •Collect Data Evaluate ● Data definition: involvement of the research institution in the process to define evaluation points and logging data ● Plan & prototype: studio develops prototype including data definition strategies ● Playtest: studio collects data based on the defined strategies ● Evaluation: research institution supports with evaluation strategies and analysis
  • 27. Thanks! Dr. Johanna Pirker, TU Graz @JoeyPrink Rainer Angermann, Rarebyte @rangermann