Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment


Levy Laura Solomon Rob Johnson Jeremy Wilson Jeff Lambeth Amy Gandy Maribeth Joann Moore Way Jason Liu Ruitao
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Research into the use of both commercial and custom video games to assess individual differences, like personality, of players has revealed promising results. Virtual environments can allow researchers to analyze a variety of player behaviors and actions that correlate strongly with inherent personality traits. What is less understood is how an assessment game’s mechanics might affect a player’s inputs that determine the assessment’s validity. In this study, we developed a custom game and logging framework for an online study assessing the reliability and validity of transferring a traditional personality questionnaire into a game environment. The game was played by 212 college-aged participants in one of three conditions. The conditions represented different levels of game mechanics; including enemies and point earning. Using results from a traditional personality assessment as our ground truth, we compared player responses and play behavior in the game. We found that responses between the traditional assessment and game-based assessment in all conditions were consistent, indicating that the game mechanics did not interfere or alter significantly a player’s ability or decision to make personality-based responses. Additionally, we found several gameplay behaviors that can be used as predictors of individual differences.

 

Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design


Xu Yan Barba Evan Radu Iulian Gandy Maribeth Macintyre Blair
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

When designing tabletop digital games, designers often draw inspiration from board games because of their similarities (e.g., spatial structure, social setting, and physical interaction). As part of our tabletop handheld augmented reality (THAR) games research, in which computer graphics content is rendered and registered on top of the players’ view of the physical world, we are motivated to understand how social play unfolds in board games with the purpose of informing design decisions for THAR games. In this paper we report an empirical study of recorded video from a series of board game play sessions. We present five categories of social interactions based on how each interaction is initiated, among which we believe that the category of “chores” (interactions arising from the bookkeeping activities required to maintain and update game state) provides opportunities and support for four other kinds of social interaction, namely, “Reflection on Gameplay” (reacting to and reflecting on gameplay after a move); “Strategies” (deciding how to play before a move); “Out-of-game” (reacting to and talking about out-of-game subjects); and “Game itself” (commenting on and reacting to the game as an artifact of interest). We note that “chores” in board games (e.g. waiting for a turn, rule learning and enforcement, maneuvering physical objects), which at first appear to be merely functional, are critical for supporting players’ engagement with each other. Although most of these chores can be automated using technology, we argue that this is often not the best choice when designing social interactions with digital media. Based on our experience with THAR games, we discuss several design choices related to “chores”. To understand the connection between game design elements and social experience, we apply Interaction Ritual (IR) theory from micro-sociology to interpret our data.