The Impact of Real Life Data on Player Experience
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The impact of real life data on player experience A case study on the pervasiveness of encountering real life data in the videogame ‘OneShot’. Bart Wellens Snr. 2017791 Master Thesis Communication and Information Sciences Track: New Media Design School of Humanities and Digital Sciences Tilburg University, Tilburg Supervisor: Amalía Kallergi Second reader: Monique Pollman Augustus 2018 Word count: 15442 REAL LIFE DATA AND PLAYER EXPERIENCE Abstract This research focusses on the impact of real life data on the player experience in videogames. Including real life data in videogames is blurring the boundaries between the game world and the real world, these games are called pervasive. Pervasive games are often driven by technological advances. This often causes research to be interested in the functional aspects of user experiences, instead of the emotional gameplay experiences (Montola, 2011, p. 10). This means there is a gap in research literature on how players actually experience this blurring of boundaries. Building on theories of designed experience, fourth wall breaks, player experience and personalisation, this thesis conducts a case study, incorporating real life data from the game OneShot. A three-part method was used. First, qualitative content analysis using hybrid coding method over seven reviews (five official platform reviews, two user comments), provided general themes about player experience and encountering real life data. Second, auto-ethnographic research was conducted to gain better understanding of the themes and to give my expert opinion on the subject. Lastly, a video analysis capturing direct responses to encountering real life data was conducted. Seven themes emerged, which were used as a thread throughout the auto-ethnographic research and video analysis. The players in general were positive about experiencing real life data. A model is provided, capturing the essence of the process a player goes through when encountering real life data. Only one case has been used in this research, mostly due to limitations considering time and workability. More research can be done using different cases, preferably ones that break the magic circle in more than one way. Keywords: pervasive gaming, real life data, designed experience, magic circle, qualitative content analysis, auto-ethnographic research 2 REAL LIFE DATA AND PLAYER EXPERIENCE Table of Contents Introduction ................................................................................................................................. 5 Theoretical framework ................................................................................................................. 8 Pervasive gaming ................................................................................................................................. 8 Player experience ................................................................................................................................ 9 Personalisation in games ................................................................................................................... 10 The fourth wall in games ................................................................................................................... 12 Theoretical motivation ...................................................................................................................... 13 Method ...................................................................................................................................... 14 OneShot ............................................................................................................................................. 14 Practicalities and motivations ........................................................................................................... 14 Content analysis ................................................................................................................................ 15 Game reviews .................................................................................................................................... 16 Let’s Play videos ................................................................................................................................ 16 Auto-ethnographic research ............................................................................................................. 17 Qualitative content analysis ....................................................................................................... 18 Player experience .............................................................................................................................. 18 Real life data usage ........................................................................................................................... 20 Auto-ethnographic research ....................................................................................................... 23 Player experience .............................................................................................................................. 23 Real life data ...................................................................................................................................... 25 Overview............................................................................................................................................ 26 Let’s Play video analysis ............................................................................................................. 28 Moments ........................................................................................................................................... 28 Results per moment .......................................................................................................................... 28 Overview............................................................................................................................................ 34 Conclusion ................................................................................................................................. 35 3 REAL LIFE DATA AND PLAYER EXPERIENCE Discussion .................................................................................................................................. 39 Practical implications ......................................................................................................................... 39 Limitations ......................................................................................................................................... 39 Theoretical interpretation ................................................................................................................. 39 Future research ................................................................................................................................. 40 References. ................................................................................................................................ 41 Literature ........................................................................................................................................... 41 Figures ............................................................................................................................................... 42 Ludography ........................................................................................................................................ 42 Reviews .............................................................................................................................................. 43 Appendices ................................................................................................................................ 44 Appendix A: GameFlow Model by Sweetser and Wyeth .................................................................. 44 Appendix B: Immersion model by Ermi and Mäyrä. ......................................................................... 45 Appendix C: Coding matrix ................................................................................................................ 46 Appendix D: Frequencies per code.................................................................................................... 47 Appendix E: Screenshots of coded reviews ....................................................................................... 48 Appendix F: Playthrough ................................................................................................................... 53 Appendix G: Timeline ........................................................................................................................ 58 Appendix H: Video material .............................................................................................................. 60 Appendix I: Screenshots of Let’s Play Videos .................................................................................... 62 4 REAL LIFE DATA AND PLAYER EXPERIENCE Introduction In the early days of computer game development, interactions took one main form: The player gave input to the computer, which in return triggered a response that was displayed on the screen. This traditional type of interaction makes sense considering that early computers were not ‘smart’ enough to give input autonomously to a player. Further, games had to be played on a computer or console and facilitated no physical (and arguably social) interaction.