Failing in Games at Aarhus University

 Last month I was invited to present at the Aarhus University's Interacting Minds mini-conference on "Failing and Confusion in Games and Gaming" along with Jesper Juul, Dennis Ramirez and Charlotte Janasson. Thanks to Andreas Lieberoth for the invite and organising a seriously interesting day :-)

Mine was the final talk of the day, where I presented some of my PhD research on Investigating Game-play: Are Breakdowns in Action and Understanding Detrimental to Involvement? (see pic below). You can find my slides here. I'm waiting to hear back about a journal paper we put together on the findings but in the meantime you can check out my DiGRA paper on why I did not find physiological data to be useful for identifying breakdowns and breakthroughs in game-play. My main argument was that action and understanding breakdowns will contribute to involvement when the player feels responsible for overcoming them but that they will decrease involvement if they take too long to overcome or have major consequences e.g. a loss of progress. There was some interesting discussion in the Q&A afterwards around defining involvement, whether "positive engagement" is a helpful term, the importance of triangulation and how we can avoid players getting into "negative cycles" where breakdowns don't lead to breakthroughs. While I think my work can help explain when certain breakdowns are likely to disrupt involvement, I think there is still plenty of scope to consider how and why some players are able to avoid these negative cycles and others don't.

(Thanks to Andreas Lieberoth for the twitpic)

In terms of the other presentations, I was glad to hear more about some of Andreas' initial work on Quantum Moves (a citizen science game) where they investigated player motivations e.g. in terms of fear of failing i.e. trying to avoid looking bad or achieving mastery challenges. While they chose a different focus, there is definitely some overlap with some work I presented at CHI this year in relation to the Citizen Cyberlab project, looking at why people chose to play citizen science games. I'm definitely looking forward to Andreas visiting next term so we can get into some more discussion about our research.

Jesper then kicked off the main talks by discussing failure in games (he's also written a book about the topic called the Art of Failure). Amusingly, he got different people in the audience to try out Super Hexagon and China Miner - I think I lasted about 10 seconds in the latter! Juul argued that while failure can be a source of learning, it's still an unpleasant experience and pointed out that there is a bit of a paradox going on here - normally we want to succeed but when we play games we seem to be seeking out experiences where we will fail (at least part of the time). I wonder though about how you define failure? I don't think all breakdowns are necessarily failures, often they are part of the challenge, or quickly overcome, whereas the word failure seems to indicate something more serious. What was really interesting was how when he pointed out how games can promise to repair some sort of inadequacy in us, but it is an inadequacy the game actually created in the first place! I think I'm going to have to read his book to get more to grips with the various paradoxes and philosophical arguments outlined in the talk but Jesper also suggested failure in games differs from real life as games offer a certain amount of plausible deniability e.g. "It's just a game", "It wasn't fair", or even "I wasn't trying that hard in the first place". I have thought about "its not fair" comments before - I see them as an indication that involvement has been disrupted, since the player sees the game rather than their own actions as being at fault - but either way I think they indicate a serious breakdown has occurred as player are essentially distancing themselves from the game.

Dennis' talk on his PhD research followed similar lines but he focused a little more of what failure means for learning and educational games. He pointed out that only 20% of players actually reached the end of Hitman Absolution (and apparently only 10% of players will see the end of any game) and argued that it's important to consider the metric being used to assess success within a game. Dennis also discussed various approaches to using games and assessing them - from chocolate covered broccoli e.g. Math Blaster to thinking about model based assessment e.g. Schaffer's epistemic frames. I particularly liked how he pointed out that we can't always infer competence from completion and when he discussed more recent approaches to evaluation that relate to "big data" (though also stressed the importance of talking to players too). For instance, he talked about some work going on at Wisconsin-Madison that was looking at heat maps in terms of how different players move through the game. The fact that progress doesn't always guarantee learning is something I've considered in my PhD research i.e. you can achieve action breakthroughs without understanding (though chances are these will be less satisfying) but it was good to hear more about what that means in terms of assessing learning from an educational point of view.

Charlotte provided a different perspective with her talk on Learning from errors in education. While not focusing on digital games, she provided an interesting account of failure in real-life settings, in this case a vocational school. She made the argument that while not exactly a game, school isn't quite real-life either and vocational schools offer a sort of real-life work game - where failure is considered part of the learning process. Charlotte used an example of the students learning how to clean, cook and prepare flounder (apparently very tricky!). She noted that the instructors treat the school as a practice space where errors are ok, but not if they are made as a result of knowledge you should have acquired already. Further, it seems that developing expertise is about becoming more skilled at paying attention and knowing what to pay attention too. Her talk got me thinking about my work on CHI+MED and errors within a healthcare environment, where I've been interested in how nurses are trained to use infusion devices. But, if errors are an unavoidable part of work practice and learning from them can help you become an expert, then how on earth do you go about supporting this process in an environment where the consequences of errors could literally be life or death?! I guess using a pump isn't normally that complicated but I do wonder about what sort of knowledge nurses have and how they develop expertise in this context.

Overall it was a really good day and it got me thinking a lot about games, failure and errors in the workplace. It was a great opportunity to talk to attendees at the event, catch up with Andreas and Yishay Mor, and enjoy lots of discussion afterwards when we went out for a lovely meal in Aarhus :-)

CHI 2013 (Part II) - Citizen Science, biometrics, gamification@work and student games

So on to part two. Apart attending a workshop, I also presented a poster at CHI: Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations (see below). The poster is based on some work being carried out as part of the Citizen Cyberlab project that Charlene Jennett and Anna Cox are involved with. The paper reports on the findings of a set of pilot interviews that Cassandra Cornish-Trestail carried out with people who play citizen science games - in this case, Foldit and Eyewire. The answer to the question in the title is no, game mechanics didn't seem to attract volunteers but, in addition to tools such as chat facilities and forums, they do help to sustain involvement over time. Essentially, the people who play these games are already interested in science, they aren't gamers. In addition, what game mechanics allow for is greater participation in a range of social interactions while also providing ways in which to recognise volunteer achievements as being meaningful. I really quite enjoyed chatting about the poster and luckily there were quite a few interested people to chat too :-)



I got to meet Elaine Massung a researcher from Bristol who was involved in the Close the Door project - where they were investigating motivations around crowdsourcing to support forms of environmental activism. Interestingly, their work suggests that game mechanics such as points can actually decrease motivation for some people. I also met Anne Bowser, a PhD student from Maryland University who presented the PLACE (Prototyping Location, Activities and Collective Experience - see below) framework for designing location based apps and games earlier on in the conference. I enjoyed hearing about Anne's work with on floracaching (a form of geocaching) and how they developed the Biotracker app - a serious geocaching game for citizen science that encourages players to gather plant phenology data. I'm hoping to be able to use at some point in the UK too!


Anne presented at the session on game design, where I also got to hear about Pejman Mirza-Babaei's work on Biometric storyboards. Unfortunately, Pejman couldn't make the conference but his supervisor Lennart Nacke was there to present the paper. I first became aware of Pejman's work during my PhD and it was really nice to see how far it had come. I'm not a big fan of biometrics, I didn't find the raw data I collected to be useful in relation to identifying game-play breakdowns and breakthroughs within my case studies but the tool that was presented during this talk was pretty cool. It allows for designers to consider the what they want players experience to be (see below) and provides a neat visualisation of the GSR (galvanic skin response) and EMG (electromyography) data that can them be compared with what was intended. The fact the Pejman also compared using this tool with a classic user testing approach (alongwith a control group) was great too and the results indicated that the BioST approach did lead to higher game-play quality. However, I do have some questions about the work carried out, even after reading the paper. The main thing I'm not sure about is whether the BioST approach took more time than the standard gamer user experience approach. This is important, as I know from visiting Playable games, there isn't always a lot of time to get some feedback and provide suggestions to designers. There weren't actually that many differences between the BioST and Classic UT approach, is the former really worth it if it takes a lot longer? I was also unsure about how the tool dealt with artefacts such as movement - does the researcher have to manually clear these up and how long does this take? Finally, I noticed that the BioST tool allowed for player annotations where it looks like players were asked to review a recording of the game-play session and add their comments but I'm pretty sure the classic UT condition didn't also do this... Considering this is what I asked my participants to do and I got a lot of rich data from it, I wondered whether the conditions really were a fair comparison - could the player reviews have been helpful without the biometric data? Nevertheless, I do like that the tool presented does not consider biometric data alone as I think it's important to give player's a voice too. Also, I think the way in which the biometric data was visualised provided designers with a powerful tool for interpreting play experiences so I'd be keen to see more research like this.


Later on I attended the Gamification@Work panel, which has a really interesting mix of people including Sebastien Deterding and a number of people from industry. I particularly liked Sebastien's emphasis on ensuring that autonomy isn't taken away from people when using gameful approaches at work. He also provided us with some quotes from games journalists which clearly indicated how when you have to do something for work, even playing games, the activity can lose it's appeal. I took a lot of notes in this session as it got me thinking about how I would design a game (or gamify a task) but I'm still mulling over these. The people from industry also had some insightful contributions to make but I couldn't help coming away from the session a little concerned about how game mechanics can be used to track performance and manipulate people into behaving in different ways. Why does this make me uncomforatble in relation to work but less so in relation to education or promoting health? Some interesting questions were also raised at the end and while measurements may be important for showing improvement (or lack of it) it's important to remember that not everything can be reduced to metrics.

Other highlights from the latter part of the conference include the student game competition - the quality of games was seriously impressive and I'd really quite like to check out a few of them including Machinneers (a lovely looking puzzle adventure for children stealthily teaches logical thinking, problem solving and procedural literacy), ATUM (an innovative multi-layer point and click game) and Squidge (a really cute game controller that monitors player heart rate - see below); the Women's Representations in Technology panel - again a seriously interesting mix of people and perspectives which got me thinking about feminism and how gender isn't necessarily binary; Razvan Rughinis' paper on badges in education - where he discussed badge architectures and how they can be used to chart learning routes; and finally Bruno Latour's keynote - I have to be honest and say I did not find this the easiest talk to follow but I'm sure it got my brain working! There are definitely other people who have got a better handle on it than I do (e.g. J.Nathan Mathias).


It was a huge conference and in addition to the other talks I haven't mentioend, there are also a few sessions I didn't get to go to so I've also got paper on persuasive games and behaviour change to my reading list. In general though, the conference gave me lots to think about especially in terms of how I want my own research to continue, especially in terms of considering games in relation to my work on CHI+MED, which there may be more to say about later on...