SlideShare a Scribd company logo
Event Title:  “Play: The workshop” Date:  12th of September 2008 Speaker:  Robert Grigg Company:  University of Portsmouth Topic:  “Where is fun today?” www.use8.net www.twitter.com/use8  *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
Event Description Methods for evaluating experience within the video games industry are growing and changing at a rapid pace. The South East Gaming Symposium is an innovative workshop that brings together industry professionals and academics to understand the mutual challenges that they face within the field. The workshop format creates the perfect environment to generate a shared understanding; leveraging both academic and industry participation as knowledge co-creators in the development of robust and reliable methods for evaluating experience. *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
Where is FUN today? Robert Grigg Advanced Games Research Group School of Creative Technologies Faculty of Creative and Cultural Industries University of Portsmouth
Fun “ We have the equation that lets you know how fun your designed title will be...”
Interested? We can catch up for a coffee later
What Will I Be Talking About? Problems facing Usability and Human Computer Interaction (HCI) and the Entertainment Industry The challenge of understanding Fun What is the current research into Fun today? What about the Future of Fun?
Usability and HCI Research into Usability and Human Computer Interfaces traditionally focuses on the problem of making computers: Easy to use Efficient at achieving their programmed task or function Rooted in the world of business applications
Fun Research is Lonely Monk (1999) in his preface to the first workshop on ‘Computers and Fun’ for Human-Computer Interface researchers observed, “ What has HCI to say about fun? The answer is – very little!” “ fun should be serious topic for research...” Are academics fun?
Where is the Fun? Fun is not the priority of HCI Fun is not a component or requirement Most research centres on achieving a task Effectively doing your job does not equate to fun Education and fun do not go hand-in-hand The Entertainment Industry is just plain different
Games Industry and Fun Industry suffers from being largely profit focused Title development generally shies away from risk which promotes: Popularity of sequels to successful products Creation of titles in proven genres with proven game play mechanisms Less likely for a company to take a big gamble on a new unproven title
Fun - Questions to Be Asked Is  fun a valid metric? What are the components of fun? What would be the outcomes for such a metric?
Entertainment Industry Research The challenge is now to: Better understand what fun is Know how this can be designed into games effectively Predict the fun level from a game design Get the most out of better knowing fun Refine the production process
Why Would It Be Nice to Know More About Fun? Being more accurate in how a completely new game title design may equate to the final levels of fun Actively developing fun so that the final product requires Fewer iterations to produce an entertaining title Achieves publisher/audience approval
Understanding Fun “ Unless we have a detailed vocabulary with which to express and debate the cognitive features of interaction with computer games then we stand little chance of understanding why these artefacts have such appeal.” (Johnson 1999, pp105)
Is Fun Precise Enough? Fun is a little ambiguous: Snowboarding  is fun Is it? Do you have experience of this activity? Brighton  is fun Have you been there? What makes this fun? Sally  is a lot of fun Who is Sally? What makes her fun?
ISO Standard for Fun (Spoof) “ Fun : Consisting of elements of animation, bliss, buoyancy, cavorting, cheer, chuckles, delight, ecstasy, frivolity, frolicking, gags, gaiety, gladness, glee, happiness, jests, jokes, joviality, joy, laughter, light-heartedness, merriment, mirth, play, pleasantries, quips, rapture,  sport , tranquility, and witticism.” (Stewart, 1996, pp1) Note this is made up of: Internal states Tendencies Physical actions
Sport? Sport = Fun  Not always!!! Not all sport is fun A lot of hardcore game players would agree Some people hate sport Sport on a computer can be different...
Elusive But We Are Not Alone Moraldo describes  Fun  as the  crucial  but  elusive  ingredient in computer games (2001) Rogers et al. describes  Fun  as the  essential   purpose  of  drama  (1999) Riva describes  identity creation  has the  Fun  of dressing up as someone else (1999)
FUN - Defining How do we define fun? Through experience Fun requires conscious attention... “ Fun requires conscious attention, and often we do not want to give that when we are trying to achieve something else, any more than we want a difficult user interface to intrude on and distract from a work task.” (S Draper 1999)
The Encounter – Lessons from Improvisation Theatre Narrative Contract Offer Accept Block Counter-Offer
Albert Meets El El – she is a Druid in the World of WarCraft (WoW) El took Albert on a tour Narrative Contracting Observational examination of: Live Gameplay Interaction Communication Transcripts for Contracting patterns El (Druid from WoW) WoW Chat Interface
Acceptances in WoW Mechanisms to avoid blocks (a few examples): Allocating Items Rolling for items Certain Items for certain people Trading Items I want that sword! Player Classes Certain items are for certain players Designed to encourage acceptances? Dice rolling mechanism for item allocation
Growing Level of Acceptances Newbie Lots of individual campaigns Learning through imitation Dealing with Levelism Learning about who I am Seasoned Well skilled and coordinated groups Well defined player roles Low High Maturity   in Game Level of Acceptances
Blocking and the Cold-Shoulder The implicit block (silent block) No response to a typed communication message Travel or withdrawal from the game The explicit block Active blocking is often responded to with conflict Can be quite offensive Encourages higher implicit blocks Encourages lower counter-offers and blocks
Three Groupings Emerge Individual Predisposition He/She is a lot of fun Activity in an Environment Snowboarding is so much fun in Austria Individual Response to Stimuli I had a lot of fun at the party Basis for a Theoretical Model?
The Fun Unification Model (Newman)
Immersive Tendencies Tendency to Become Focused  (Witmer & Singer 2002) I easily become deeply involved in movies or TV dramas I sometimes become so involved in a television program or book that people have problems getting my attention I am good at blocking out external distractions when I am involved in something I sometimes become so involved in doing something that I lose all track of time
Immersive Tendencies Tendency to Become Involved   (Witmer & Singer 2002) I frequently find myself closely identifying with the characters in a story line I sometimes become so involved in a daydream that I am not aware of things happening around me I am able to concentrate well on enjoyable activities I sometimes get excited during a chase or fight scene on TV or in the movies I sometimes get disturbed by something happening on a TV show or in a movie I sometimes remain apprehensive or fearful long after watching a disturbing movie
Immersive Tendencies Gaming Tendency (Witmer & Singer 2002) When watching sports, I sometimes become so involved in the game that I react as if I were one of the players When playing sports, I become so involved in the game that I lose track of time I often play arcade or video games OFTEN should be taken to mean every day or every two days, on average (Newman 2004)
Narrative Tendencies Finding Narrative (Newman 2004) I enjoy hearing funny stories I do not enjoy a story with cliché plots or characters When I am part of a spontaneous humorous conversation I would rather listen than join in
Narrative Tendencies Creating Narrative (Newman 2004) I enjoy making people laugh with my stories I enjoy telling stories My best stories are about things that have happened to me I often exaggerate a little to make my stories more entertaining
The Fun Response Temporal Dissociation  (Agarwal & Karahanna 2000) Time went by very quickly while I was communicating online I lost track of time while I was communicating online Focused Immersion  (Agarwal & Karahanna 2000) I was absorbed in what I was doing while communicating online I noticed things going on around me while I was communicating online
The Fun Response Heightened Enjoyment  (Agarwal & Karahanna 2000) I had fun communicating online The interaction gave me a lot of enjoyment I enjoyed using the communication system Communicating online bores me
The Fun Response Narrative Engagement (Newman 2004) I felt I was joining in with a story in this activity/environment I was able to participate in and contribute to the story I was able to be spontaneous and imaginative in this activity/environment I found it difficult to participate in the story I found the whole idea of the story of this activity/environment a bit silly
The Fun Response Intention to Revisit (Agarwal & Karahanna 2000) I would like to participate in this activity again in the future I could easily become interested in this activity/environment I’m not really interested in what happens in this activity/environment
Experimental Results Females Narrative Tendency was a significant and better predictor of Fun Males Immersive Tendencies was the significant predictor of Fun
Male Experience
Female Experience
Medium Altered Required Predisposition Fun is highly predictable when: High Narrative Predisposition Text based environments Avatar based environments High Immersive Predisposition Full motion video First person action environments Something is NEW
Other Outcomes People want to play People want to hear stories People want to tell stories How do these happen? Intention to revisit becomes high when all of these are present
Future Improvements Other measurements could be used in parallel: Observing specific behaviours Collecting relevant physiological data Heart rate Galvanic skin response Brain area activity
Impacts to How We Develop Teams in the development process need to be made up of members with different dispositions
Closing Note A lot of fun comes from experiencing and engaging with something new so how do we isolate this and heighten the intention to revisit For example the multi-layered story structure to Shrek
Questions? Robert Grigg [email_address]
Thank you! For more information about Use8 events please visit: www.use8.net Or follow us on Twitter: www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..

More Related Content

PPTX
3. research
PPTX
1. case study
PPTX
1. case study
PDF
Just add points? What UX can (and cannot) learn from games
PDF
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
PPTX
3. research
PDF
Situational Autonomy Support in Video Game Play: An Exploratory Study
PPTX
Case Study
3. research
1. case study
1. case study
Just add points? What UX can (and cannot) learn from games
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
3. research
Situational Autonomy Support in Video Game Play: An Exploratory Study
Case Study

What's hot (19)

PPTX
Adventure
PDF
Don't Play Games With Me! Promises and Pitfalls of Gameful Design
PPT
Four Keys To Fun BayCHI Slides 100n081109
PPTX
20 Game Ideas You Should Steal
PPTX
Narrative play in Suburra the series game
PDF
10 tips on how to make a casual game of success for the iPhone and Android.
PPT
Expression and Narrative in Minigames
PPTX
Graphical styles
PPTX
Graphical styles
PPTX
Level design and devlopment part 2 stories and narrative
PPTX
Narrative skill of game content development
PPTX
1. initial plans(2)
PPTX
2. research interactive j fpptx
PPTX
Designing Games for "the 43-year-old woman"
PDF
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
PPTX
6. Pre Production
PPTX
Graphic styles AMAD
Adventure
Don't Play Games With Me! Promises and Pitfalls of Gameful Design
Four Keys To Fun BayCHI Slides 100n081109
20 Game Ideas You Should Steal
Narrative play in Suburra the series game
10 tips on how to make a casual game of success for the iPhone and Android.
Expression and Narrative in Minigames
Graphical styles
Graphical styles
Level design and devlopment part 2 stories and narrative
Narrative skill of game content development
1. initial plans(2)
2. research interactive j fpptx
Designing Games for "the 43-year-old woman"
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
6. Pre Production
Graphic styles AMAD
Ad

Similar to Fun And Games Presentation, Robert Grigg, University of Portsmouth, Use8 (20)

PPTX
JTEL2012 emotion and games in technology-enhanced learning
PPTX
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...
PPT
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...
PPTX
LAFS SVI Level 2 - Psychology of Play
PPT
An Introduction to Games User Research Methods
PPTX
Diagramming Fun of Games ―Agential Structure Model, Classifying Fun Exhaustively
PPTX
Gamification and therapy: a fun way to help people
PPT
Theory Of Fun
PPT
Game Design 2 - Theory of Fun
PDF
The win, the worth, and the work of play: Exploring phenomenal entertainment ...
PPTX
Title: To Play, or to Be?" The Psychology of Video Games
PDF
9,5 Theses on the Power and Efficacy of Gamification
KEY
Persist or Die! Learning in World of Warcraft
PDF
CHI 2011 Gamification Workshop
PPTX
The player, playing the play (University of Toronto Guest Lecture)
PPTX
Presentation by Manny Acevedo
PDF
From Mobile Games to Playful Communication: Play in Everyday Life
PDF
Playful Experiences
PDF
It is all about the experience! Player experience in game design
JTEL2012 emotion and games in technology-enhanced learning
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...
LAFS SVI Level 2 - Psychology of Play
An Introduction to Games User Research Methods
Diagramming Fun of Games ―Agential Structure Model, Classifying Fun Exhaustively
Gamification and therapy: a fun way to help people
Theory Of Fun
Game Design 2 - Theory of Fun
The win, the worth, and the work of play: Exploring phenomenal entertainment ...
Title: To Play, or to Be?" The Psychology of Video Games
9,5 Theses on the Power and Efficacy of Gamification
Persist or Die! Learning in World of Warcraft
CHI 2011 Gamification Workshop
The player, playing the play (University of Toronto Guest Lecture)
Presentation by Manny Acevedo
From Mobile Games to Playful Communication: Play in Everyday Life
Playful Experiences
It is all about the experience! Player experience in game design
Ad

More from Use8.net (9)

PPT
Connecting Innovation - Virtual Networked Enterprises - Ken Thompson
PPT
Black Rock Studio PURE-The need for mass market audience, Jason Avent
PPT
Bioteams Turning Audiences Into Communities - Ken Thompson
PDF
Broadband Tv 2.0, Open TV, Matthew Huntington
PDF
David Tisserand Usability As A Best Practice In The Product Design Process
PPT
Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...
PDF
Social Media and brands James Temple Rga
PPT
Usability & Games, Richard Griffiths
PPT
The Future Of Social Media How Conversation And Behaviour Is Changing, Jamie ...
Connecting Innovation - Virtual Networked Enterprises - Ken Thompson
Black Rock Studio PURE-The need for mass market audience, Jason Avent
Bioteams Turning Audiences Into Communities - Ken Thompson
Broadband Tv 2.0, Open TV, Matthew Huntington
David Tisserand Usability As A Best Practice In The Product Design Process
Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...
Social Media and brands James Temple Rga
Usability & Games, Richard Griffiths
The Future Of Social Media How Conversation And Behaviour Is Changing, Jamie ...

Recently uploaded (20)

PPTX
22CDO02-IMGD-UNIT-I-MOBILE GAME DESIGN PROCESS
PPTX
Presentation.pptx anemia in pregnancy in
PPTX
Drafting equipment and its care for interior design
PDF
Chalkpiece Annual Report from 2019 To 2025
PPTX
Presentation1.pptxnmnmnmnjhjhkjkjkkjkjjk
PDF
The Complete Guide to Buying Verified Stripe Accounts 2025.pdf
PDF
THEORY OF ID MODULE (Interior Design Subject)
PDF
SOUND-NOTE-ARCHITECT-MOHIUDDIN AKHAND SMUCT
PPTX
Drawing as Communication for interior design
PDF
Social Media USAGE .............................................................
PPT
Unit I Preparatory process of dyeing in textiles
PPTX
2. Competency Based Interviewing - September'16.pptx
PDF
2025CategoryRanking of technology university
PPTX
Evolution_of_Computing_Presentation (1).pptx
PPTX
8086.pptx microprocessor and microcontroller
PDF
Govind singh Corporate office interior Portfolio
PPT
aksharma-dfs.pptgfgfgdfgdgdfgdfgdgdrgdgdgdgdgdgadgdgd
PDF
Timeless Interiors by PEE VEE INTERIORS
PPTX
WHY UPLOADING IS IMPORTANT TO DOWNLOAD SLIDES.pptx
PPTX
Necrosgwjskdnbsjdmdndmkdndndnmdndndkdmdndkdkndmdmis.pptx
22CDO02-IMGD-UNIT-I-MOBILE GAME DESIGN PROCESS
Presentation.pptx anemia in pregnancy in
Drafting equipment and its care for interior design
Chalkpiece Annual Report from 2019 To 2025
Presentation1.pptxnmnmnmnjhjhkjkjkkjkjjk
The Complete Guide to Buying Verified Stripe Accounts 2025.pdf
THEORY OF ID MODULE (Interior Design Subject)
SOUND-NOTE-ARCHITECT-MOHIUDDIN AKHAND SMUCT
Drawing as Communication for interior design
Social Media USAGE .............................................................
Unit I Preparatory process of dyeing in textiles
2. Competency Based Interviewing - September'16.pptx
2025CategoryRanking of technology university
Evolution_of_Computing_Presentation (1).pptx
8086.pptx microprocessor and microcontroller
Govind singh Corporate office interior Portfolio
aksharma-dfs.pptgfgfgdfgdgdfgdfgdgdrgdgdgdgdgdgadgdgd
Timeless Interiors by PEE VEE INTERIORS
WHY UPLOADING IS IMPORTANT TO DOWNLOAD SLIDES.pptx
Necrosgwjskdnbsjdmdndmkdndndnmdndndkdmdndkdkndmdmis.pptx

Fun And Games Presentation, Robert Grigg, University of Portsmouth, Use8

  • 1. Event Title: “Play: The workshop” Date: 12th of September 2008 Speaker: Robert Grigg Company: University of Portsmouth Topic: “Where is fun today?” www.use8.net www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
  • 2. Event Description Methods for evaluating experience within the video games industry are growing and changing at a rapid pace. The South East Gaming Symposium is an innovative workshop that brings together industry professionals and academics to understand the mutual challenges that they face within the field. The workshop format creates the perfect environment to generate a shared understanding; leveraging both academic and industry participation as knowledge co-creators in the development of robust and reliable methods for evaluating experience. *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
  • 3. Where is FUN today? Robert Grigg Advanced Games Research Group School of Creative Technologies Faculty of Creative and Cultural Industries University of Portsmouth
  • 4. Fun “ We have the equation that lets you know how fun your designed title will be...”
  • 5. Interested? We can catch up for a coffee later
  • 6. What Will I Be Talking About? Problems facing Usability and Human Computer Interaction (HCI) and the Entertainment Industry The challenge of understanding Fun What is the current research into Fun today? What about the Future of Fun?
  • 7. Usability and HCI Research into Usability and Human Computer Interfaces traditionally focuses on the problem of making computers: Easy to use Efficient at achieving their programmed task or function Rooted in the world of business applications
  • 8. Fun Research is Lonely Monk (1999) in his preface to the first workshop on ‘Computers and Fun’ for Human-Computer Interface researchers observed, “ What has HCI to say about fun? The answer is – very little!” “ fun should be serious topic for research...” Are academics fun?
  • 9. Where is the Fun? Fun is not the priority of HCI Fun is not a component or requirement Most research centres on achieving a task Effectively doing your job does not equate to fun Education and fun do not go hand-in-hand The Entertainment Industry is just plain different
  • 10. Games Industry and Fun Industry suffers from being largely profit focused Title development generally shies away from risk which promotes: Popularity of sequels to successful products Creation of titles in proven genres with proven game play mechanisms Less likely for a company to take a big gamble on a new unproven title
  • 11. Fun - Questions to Be Asked Is fun a valid metric? What are the components of fun? What would be the outcomes for such a metric?
  • 12. Entertainment Industry Research The challenge is now to: Better understand what fun is Know how this can be designed into games effectively Predict the fun level from a game design Get the most out of better knowing fun Refine the production process
  • 13. Why Would It Be Nice to Know More About Fun? Being more accurate in how a completely new game title design may equate to the final levels of fun Actively developing fun so that the final product requires Fewer iterations to produce an entertaining title Achieves publisher/audience approval
  • 14. Understanding Fun “ Unless we have a detailed vocabulary with which to express and debate the cognitive features of interaction with computer games then we stand little chance of understanding why these artefacts have such appeal.” (Johnson 1999, pp105)
  • 15. Is Fun Precise Enough? Fun is a little ambiguous: Snowboarding is fun Is it? Do you have experience of this activity? Brighton is fun Have you been there? What makes this fun? Sally is a lot of fun Who is Sally? What makes her fun?
  • 16. ISO Standard for Fun (Spoof) “ Fun : Consisting of elements of animation, bliss, buoyancy, cavorting, cheer, chuckles, delight, ecstasy, frivolity, frolicking, gags, gaiety, gladness, glee, happiness, jests, jokes, joviality, joy, laughter, light-heartedness, merriment, mirth, play, pleasantries, quips, rapture, sport , tranquility, and witticism.” (Stewart, 1996, pp1) Note this is made up of: Internal states Tendencies Physical actions
  • 17. Sport? Sport = Fun Not always!!! Not all sport is fun A lot of hardcore game players would agree Some people hate sport Sport on a computer can be different...
  • 18. Elusive But We Are Not Alone Moraldo describes Fun as the crucial but elusive ingredient in computer games (2001) Rogers et al. describes Fun as the essential purpose of drama (1999) Riva describes identity creation has the Fun of dressing up as someone else (1999)
  • 19. FUN - Defining How do we define fun? Through experience Fun requires conscious attention... “ Fun requires conscious attention, and often we do not want to give that when we are trying to achieve something else, any more than we want a difficult user interface to intrude on and distract from a work task.” (S Draper 1999)
  • 20. The Encounter – Lessons from Improvisation Theatre Narrative Contract Offer Accept Block Counter-Offer
  • 21. Albert Meets El El – she is a Druid in the World of WarCraft (WoW) El took Albert on a tour Narrative Contracting Observational examination of: Live Gameplay Interaction Communication Transcripts for Contracting patterns El (Druid from WoW) WoW Chat Interface
  • 22. Acceptances in WoW Mechanisms to avoid blocks (a few examples): Allocating Items Rolling for items Certain Items for certain people Trading Items I want that sword! Player Classes Certain items are for certain players Designed to encourage acceptances? Dice rolling mechanism for item allocation
  • 23. Growing Level of Acceptances Newbie Lots of individual campaigns Learning through imitation Dealing with Levelism Learning about who I am Seasoned Well skilled and coordinated groups Well defined player roles Low High Maturity in Game Level of Acceptances
  • 24. Blocking and the Cold-Shoulder The implicit block (silent block) No response to a typed communication message Travel or withdrawal from the game The explicit block Active blocking is often responded to with conflict Can be quite offensive Encourages higher implicit blocks Encourages lower counter-offers and blocks
  • 25. Three Groupings Emerge Individual Predisposition He/She is a lot of fun Activity in an Environment Snowboarding is so much fun in Austria Individual Response to Stimuli I had a lot of fun at the party Basis for a Theoretical Model?
  • 26. The Fun Unification Model (Newman)
  • 27. Immersive Tendencies Tendency to Become Focused (Witmer & Singer 2002) I easily become deeply involved in movies or TV dramas I sometimes become so involved in a television program or book that people have problems getting my attention I am good at blocking out external distractions when I am involved in something I sometimes become so involved in doing something that I lose all track of time
  • 28. Immersive Tendencies Tendency to Become Involved (Witmer & Singer 2002) I frequently find myself closely identifying with the characters in a story line I sometimes become so involved in a daydream that I am not aware of things happening around me I am able to concentrate well on enjoyable activities I sometimes get excited during a chase or fight scene on TV or in the movies I sometimes get disturbed by something happening on a TV show or in a movie I sometimes remain apprehensive or fearful long after watching a disturbing movie
  • 29. Immersive Tendencies Gaming Tendency (Witmer & Singer 2002) When watching sports, I sometimes become so involved in the game that I react as if I were one of the players When playing sports, I become so involved in the game that I lose track of time I often play arcade or video games OFTEN should be taken to mean every day or every two days, on average (Newman 2004)
  • 30. Narrative Tendencies Finding Narrative (Newman 2004) I enjoy hearing funny stories I do not enjoy a story with cliché plots or characters When I am part of a spontaneous humorous conversation I would rather listen than join in
  • 31. Narrative Tendencies Creating Narrative (Newman 2004) I enjoy making people laugh with my stories I enjoy telling stories My best stories are about things that have happened to me I often exaggerate a little to make my stories more entertaining
  • 32. The Fun Response Temporal Dissociation (Agarwal & Karahanna 2000) Time went by very quickly while I was communicating online I lost track of time while I was communicating online Focused Immersion (Agarwal & Karahanna 2000) I was absorbed in what I was doing while communicating online I noticed things going on around me while I was communicating online
  • 33. The Fun Response Heightened Enjoyment (Agarwal & Karahanna 2000) I had fun communicating online The interaction gave me a lot of enjoyment I enjoyed using the communication system Communicating online bores me
  • 34. The Fun Response Narrative Engagement (Newman 2004) I felt I was joining in with a story in this activity/environment I was able to participate in and contribute to the story I was able to be spontaneous and imaginative in this activity/environment I found it difficult to participate in the story I found the whole idea of the story of this activity/environment a bit silly
  • 35. The Fun Response Intention to Revisit (Agarwal & Karahanna 2000) I would like to participate in this activity again in the future I could easily become interested in this activity/environment I’m not really interested in what happens in this activity/environment
  • 36. Experimental Results Females Narrative Tendency was a significant and better predictor of Fun Males Immersive Tendencies was the significant predictor of Fun
  • 39. Medium Altered Required Predisposition Fun is highly predictable when: High Narrative Predisposition Text based environments Avatar based environments High Immersive Predisposition Full motion video First person action environments Something is NEW
  • 40. Other Outcomes People want to play People want to hear stories People want to tell stories How do these happen? Intention to revisit becomes high when all of these are present
  • 41. Future Improvements Other measurements could be used in parallel: Observing specific behaviours Collecting relevant physiological data Heart rate Galvanic skin response Brain area activity
  • 42. Impacts to How We Develop Teams in the development process need to be made up of members with different dispositions
  • 43. Closing Note A lot of fun comes from experiencing and engaging with something new so how do we isolate this and heighten the intention to revisit For example the multi-layered story structure to Shrek
  • 44. Questions? Robert Grigg [email_address]
  • 45. Thank you! For more information about Use8 events please visit: www.use8.net Or follow us on Twitter: www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..