Abstract
This article argues for the use of expert players as coresearchers when studying game systems and game design choices. As emergent systems that may react differently to different playstyles, games need to be studied from a variety of gameplay perspectives. Combining approaches from game studies with usability testing, interpretative phenomenological analysis, and reader-response theory, this article suggests a method for game research that is relevant for the study of games as both artifacts and playgrounds.
Keywords
A well-established view in game studies is to see games as dynamic systems that are realized once players start interacting with them. An important and defining aspect of games is therefore that they are activities, intended for play. When researchers wish to understand the game system and its building blocks, they commonly use methods such as playing games and analyzing how the different features work together. However, doing analyses of games based on one individual’s gameplay has limited value in research that intends to understand the dynamics of a game’s system. As games are emergent systems that potentially react differently to different kinds of playstyles, we cannot be limited to studying our own gameplay. We also need to investigate how other players interpret specific game features and respond to them for a fuller understanding of games, not only as activity, but also as designed artifacts.
The aim of this article is to discuss how researchers can investigate games by the use of qualitative player studies. The article will discuss this approach from a general point of departure, before moving on to evaluate how this method was used in the collection of qualitative data in a recent research project. This project used triangulation of methods in order to investigate game user interface (UI) design and how the UI is integrated into the gameworld. The most central method was research conversations with players, in which the participants were given the role as coresearchers in open-ended discussions with the researcher. Other methods were game analyses and interviews with game developers. The article will present the methodological background for this research, before going on to discuss its strengths and weaknesses.
It is important to emphasize that even though player experiences are the source of information for the research discussed in this article, it is not the object of research. This study uses player interpretations as a source to understand how game features work with respect to the game as a whole. The goal is to create knowledge that can be used as a point of departure for building a theory about game UI design and to develop an empirically based understanding of the relationship between the gameworld and UI. Using players as the prime source for information was based on the hypothesis that expert players are in possession of expertise beneficial to understanding games. By including players in the interpretative process, researchers have the advantage of broadening the study beyond their own interpretations, and they get a more detailed picture of how game features may be understood.
The article will contextualize the research with respect to other qualitative approaches in game studies. The study in question has an explorative approach to the creation of new methods aimed at understanding games, and it addresses Williams’s (2005) request for a multimethod and multitheoretical approach to game research (p. 458). Although this project has not had the resources to include both qualitative and quantitative approaches, a reflective triangulation of methods demonstrates the kind of rigor for which Williams is calling. With focus on how players construct knowledge about the reality space of gameworlds, the study has a clear link to constructivist thinking. Aiming for new empirical-based knowledge, the research is inductively motivated. However, it does not pretend to create new knowledge in a vacuum; instead, it takes a deductive point of departure in which it draws on existing theories and methodologies. By taking into account player interpretations as an important source of data, the study may be seen as a reader-response approach to games. At the same time, it draws on methods known from usability testing and human-computer interaction (HCI) research as well as from qualitative psychological research on experience.
Methodological Background
The premise for the argument in this article is that games are activities and that players learn the game system by interacting with it. The best way to understand the dynamics of a game is therefore through personal experience. In this sense, the argument is on par with experiential learning theory (see Kolb, 1984; Kolb & Kolb, 2009). Seeing games as phenomena best understood through experience is not controversial, but even so, no established methodology exists that enables us to study games as complex systems, while also considering the different experiences that players have with the dynamics of such systems. Currently, the game system is commonly studied by analyzing games or through the practice of designing games, and indirectly by studying how players interact with a given game system.
Approaches in Game Studies
Analyses of games and how they are designed tend to be based on the researchers’ own gameplay. This approach has become an accepted method for games research, and it is based on the idea that to understand how a specific game works, the researchers need to experience it themselves (Mäyra, 2008, pp. 165-167; Mortensen, 2002). Game analyses based on self-play typically take a structuralist approach in which game mechanics and other features are analyzed according to their functionality. Relying on the researcher’s gameplay only, such projects tend to study games from the perspective of an implied player believed to be intended by the designers and suggested through the design.
Scholars have made a number of attempts at outlining frameworks or typologies for how to analyze computer games (e.g., Aarseth, 2003, Consalvo & Dutton, 2006; Konzack, 2002). From a design-oriented perspective, Järvinen (2007) introduces a methodological toolbox that takes into account the elements of a game as well as the designed interaction options. He calls this a systematic methodology for practice-oriented game analysis and design that “explain[s] the inner workings of games and their players” (2007, p. 143). In Rules of Play, Salen and Zimmerman (2004) investigate game design principles from an analytical and theoretical perspective. The book allows game design students to understand the background for good game design, but even though it discusses players’ dynamic interaction with games, the arguments are not supported by any empirical data. These methods are able to describe the design of a game in great detail, but by referring to an implied player, they do not take into account the fact that games are experienced differently by different players.
Studies that include player participants are commonly carried out in sociologically oriented research into player interaction and the play activity. While researchers interested in multiplayer phenomena and the social structures of games often lean on ethnographic methods and participant observation (e.g., Hung, 2007; Mortensen, 2002; Steinkuehler, 2005; Taylor, 2006), interviews and observations have been popular in research on player behavior and activities (Egenfeldt-Nielsen, 2003; Enevold & Hagström, 2009; Klastrup, 2003). It may be argued that this research presents an indirect approach to investigating game systems, as they study how a specific design guides player behavior by focusing on the social processes of gameplay and the interaction between players and game system. However, with focus on player behavior and interaction, these studies rarely attempt to say anything about games as designed systems, and are interested in the system only because of its impact on player activities. Any attempt of using this research to make any claims about game design would only create knowledge about the consequences of design choices, and not about the design itself.
Without any method that investigates how game systems are interpreted by players, we have an empirical shortcoming within research that tries to understand the dynamic aspects of game systems. In order to develop a fruitful approach to studying game systems from a broader perspective, we need to combine analysis and studies of social play with an approach that takes into account how different players interact with the game system. Joining together the analytical and player-oriented approaches presented above may help us on the way. This kind of triangulation of methods may not only increase the rigor of the study by being designed to investigate what we want to investigate (Patton, 2002, p. 14), but will also increase the accuracy and trustworthiness of the study (Patton, 2002, pp. 93, 247-248) by illuminating the research from different angles.
Other Relevant Approaches
In media and communication research, the study of the subjective experiences of media users is well established. The British cultural studies tradition put a particularly strong emphasis on popular culture and the idea that media use must be understood from the sociocultural perspectives of the media users themselves. Hall’s (1980) studies of how media users could reject or negotiate the intended meanings of a media text is a prime example of this approach. The study of subjective experiences is also well known in experiential psychology and the psychology of religion. In the 1950s, Allport studied subjective religious experiences through reports by individuals (Wulff, 1991, pp. 231-235, 586-590), and the original aim of experimental psychology was to measure human experience by having individuals report on sensations in a controlled environment (Ashworth, 2008, p. 5).
Today, we see a growing interest in qualitative methods in psychology for the study of human experience (Smith, 2008; Smith, Flowers, & Larkin, 2009). Interpretative phenomenological analysis (IPA) is a branch of qualitative psychology that focuses on how people make sense of major life experiences. As the goal of IPA is to get insight into the participants’ subjective interpretations, it uses methods that allow the participants to “offer a rich, detailed, first-person account of their experiences,” such as in-depth, semistructured interviews, diaries, and focus groups, all of which let the participants to reflect freely around their experiences (Smith et al., 2009, pp. 56-57). The researcher takes a double hermeneutic position in which the researcher is trying to make sense of the participants, who are trying to make sense of their own experiences (Smith et al., 2009, p. 35). Similarly to the study presented in this article, the IPA researcher only has access to the subject of study through the participant’s own account of it.
I have argued elsewhere that we may fruitfully turn to the field of human-computer interaction and usability studies when investigating how game features work in practice (Jørgensen, 2008, pp. 207-209). Usability is a term that measures the user’s experience with a product in terms of how effective and easily it can be used. Usability testing is “the process of learning from users about a product’s usability by observing them using the product” (Barnum, 2002, p. 9), and it refers to techniques that can be used to evaluate a system. Usability testing is not so much a methodology as it is a collection of methods for testing the effectiveness of a product. The background for usability testing is in the practical needs faced by product developers. These needs are not only connected to whether the product is able to do what it is supposed to, but also to whether the users find it effective, efficient, and satisfying (Cairns & Cox, 2008, p. 213). In many kinds of product development, a gap tends to open between what the developers believe is a functional design and what the users actually find functional; this advocates the need for evaluation from actual product users in order to decide whether a system is matching the needs, wants, and levels of expertise of the intended users (Nørgaard & Sørensen, 2008, p. 10). Usability testing methods focus on the users’ experience with the product, and rely on the product users’ problem-solving processes and live feedback. During testing, the developers may observe how actual users interact with the product and what problems they encounter.
Usability testing is increasingly popular in game development. When adapting the method to game contexts, however, one must keep in mind that games are entertainment and therefore qualitatively different from task-oriented software. Usability criteria must therefore be adapted accordingly (Hoonhout, 2008, p. 75). As game-oriented usability studies have a specific focus on the relationship between how a game is designed and the players’ subjective experience of it, this is an interesting approach if coupled with relevant academic perspectives.
Players as Coresearchers
Based on the approaches discussed above, this article argues for the use of subjective player experiences in researching the game system. By including empirical players as coresearchers, the formulated method will have a solid foundation based on a meaning-making partnership (Hesse-Biber & Leavy, 2006, p. 128) between researcher and participant, in which interpretations are discussed and evaluated collectively. Both researcher and participant are active in the research process (Smith et al., 2009, p. 58), where knowledge is constructed through a discussion in which the participants are invited to interpret specific game features from their perspective as experienced players. Using open-ended conversations or semistructured interviews, the researcher allows the participant to take part as an equal partner in the analysis and construction of knowledge. This happens in a situation where participants are invited to interpret and evaluate, and where the researcher’s role is to challenge the participant and discuss analytical alternatives.
This hybrid between player and researcher is not a new concept; Copier has emphasized that this is an important combination that should not be overshadowed by the designer-researcher hybrid (Copier, 2003, p. 410). The difference between this and Copier’s account is that the hybrid in our case is not a professional researcher who also is an experienced player, but an experienced player who takes on the analytical role of a researcher. As a player-researcher hybrid, the participant changes status from an object of study to a knowledge-producing source. What the player-researchers lack in academic experience, they make up for in practical game understanding.
The partnership between participant and researcher, therefore, has the strength of producing sophisticated knowledge based on the combination of the researcher’s academic experience and the player’s game expertise, as the player becomes an expert guiding the researcher in understanding phenomena (Lucero, 2009, p. 88). This approach emphasizes IPA’s view on participants as experts on the specific experience that the researcher wants to study. It also puts weight on the bonds to constructivism and its understanding of knowledge not as a “truth” that exists objectively in the world, but as constructed by human beings. From this perspective, understanding a phenomenon comes into being through interpretation and analysis (Guba & Lincoln, 1998, p. 211; Patton, 2002, pp. 96-98; Schwandt, 1998, p. 236; Smith et al., 2009, p. 35). The researcher’s role is therefore not to discover the objective truth of a phenomenon, but to create a theory of how the phenomenon in question can be understood. Combining the researcher’s analytical and methodological expertise with the game experience of empirical players, the approach described in this article broadens the frame of understanding and constructs knowledge based on both a practical and an analytical understanding of games.
Important to the method is the idea that the players’ own interpretation and experience are central to understanding games. As the article puts heavy emphasis on player interpretations as an important source of data, the proposed method may be seen as a reader-response approach to games (Abrams, 1993, pp. 268-272). The methodology is certainly inspired by this and takes many of the same premises for granted, such as the idea that interpretations are subjective and the meaning of a text is constructed by the interpreter during the reading process. At the same time, however, the method acknowledges that games, through their interactive nature, are experienced in different ways by different players. For this reason, the fact that meaning making is subjective is not a surprising observation. Taking this stance, this article relies heavily on empirical players and separates itself clearly from Iser’s (1978) focus on an implied reader. Although good reasons exist for criticizing the idea of the implied reader in traditional media, any notion of an implied player of games is a more serious flaw as the dynamic nature of games presupposes that different players approach the games with different strategies and interaction patterns. Instead of focusing on an abstract player figure, the orientation toward empirical players is closer to cultural studies and Janice Radway’s (1984) approach where she introduced ethnographic methods into reader-response by interviewing readers to understand their reception of romance novels.
Reflections on the Participant Role
Although the proposed method is supportive of understanding the interpretative process itself, the use of players as a source of information for understanding the dynamics of games has several other advantages. As complex systems that may respond in different ways depending on an individual’s playstyle, computer games are not exhausted after one person’s encounter with it. By letting the experiences and interpretations of other players shed light on the research object, the researchers are not limited to their own interpretation alone and may get a more extensive picture of how specific game features affect gameplay (Copier, 2003, pp. 413-414). Another advantage is that the participants are included in the research not simply as informants, but as experts (Adams & Cox, 2008, p. 23; Lucero, 2009, p. 88) and coresearchers in the project (Hesse-Biber & Leavy, 2006, p. 128; Smith et al., 2009, p. 64).
Nevertheless, using participants as a source for collecting data about a third participant is a complex interpretative process (Smith et al., 2009, pp. 35-36), and the researcher must be aware of several issues when using player experiences as a source to understand games. One issue concerns the object of study. Interviewing and observing media users are most commonly associated with research that investigates the users and how they interact with or through a medium. This kind of research tends to see the participants as the objects of study, while this study sees the participants as the information source on the properties of games. Being put in the situation as coresearcher may be confusing for the participants regarding their role in the research. This creates specific demands for the researcher, who must take on the roles of both a naïve observant and an insider and fellow gamer (Smith et al., 2009, p. 36). The researcher must be aware of this duality at all times, and should specifically clarify the roles of participant and researcher, and emphasize the idea that the participant is the expert invited to inform the curious researcher (Smith et al., 2009, pp. 64, 72).
Another issue concerns the dependability and trustworthiness (Guba & Lincoln, 1998, p. 213) of data that is based on participants’ interpretations instead of the researcher’s own interpretations of the same game features (Jørgensen, 2008, p. 205). When using secondhand interpretations as a source for data, we may run the risk of being unable to measure what we intended to measure. We cannot be sure that the participants have reflected much on the features they are asked to interpret. It may therefore be difficult for the participants to report their interpretations precisely. This means that the researchers must be sensitive toward the context (Smith et al., 2009, p. 180) as well as critical toward the data that is being collected, and that they must formulate interview questions that are able to shed light on different aspects of the subject matter (Smith et al., 2009, p. 56).
Research Design
In the following, the methods used in a research project that investigates game UI design will be described. Game UIs are often partly implemented into the gameworld and may often break with conventions of consistent fictional worlds as well as in providing consistent information to the player. The purpose of carrying out qualitative player studies was based on the belief that as expert users of games, players would be in possession of rich information that would shed light on how the interface should be interpreted. In addition, as we have little empirical-based knowledge about game UIs, a second goal was to develop a theory about how we can understand system communication with respect to gameworlds in computer games. The project, therefore, aims to create new knowledge, but combines different relevant theories and methods in order to do so. The project also employs an exploratory approach close to that of grounded theory (Glaser & Strauss, 1967; Strauss & Corbin, 1990), by focusing on theory generation based on empirical data (Patton, 2002, p. 125), but also because it is based in the desire to understand more about a topic without having clear hypotheses about expected findings (Adams, Lunt, & Cairns, 2008, p. 139).
The project triangulates methods, data sources, and theories in order to generate as robust data as possible. Triangulation implies investigating the object of study from different perspectives, thereby illuminating various aspects of its attributes (Patton, 2002, p. 247). According to Patton (2002), all kinds of triangulation “offer strategies for reducing systematic bias and distortion during analysis” (p. 563). The relationship between game interfaces and gameworlds was therefore studied using two groups of participants that were subjected to different methods, and by focusing on different game examples. Based on the assumption that games are complex systems that every player experiences differently, the primary method was research conversations with empirical players based on video recordings of their own gameplay. Other methods were self-play and analyses of games, as well as interviews with game UI designers.
Four game titles representing different genres were purposefully selected (Patton, 2002, p. 230) based on popularity and variation in gameplay. The games are the real-time strategy game COMMAND & CONQUER 3: TIBERIUM WARS; the hack and slash role-playing classic DIABLO 2; the first-person shooter CRYSIS; and the dollhouse simulator THE SIMS 2. Popularity was an important criterion for attracting participants. A second criterion was the principle of maximum variation sampling (Patton, 2002, p. 109) in order to have a diverse set of games with different approaches to UI design. Games that position the player in different situations with respect to the gameworld were chosen, and while three games use overlay interfaces, CRYSIS (2007) integrates the UI into the game environment. The three former titles were chosen on the basis of being representative to the specific genres. THE SIMS 2 (2004) was chosen as an interesting hybrid of different genres, which also was likely to attract female participants.
Studies
For purposes of, and as support to, the player studies, the following studies were conducted:
Self-play and game analyses were carried out by the researcher prior to the player studies, in order to understand the basic functionality of the UI and gameplay of the four games. During this initial phase, discussion topics and questions directed toward the player participants were formulated.
Group interviews with UI designers were carried out after the player studies as a follow-up study. The motivation was to contextualize the player studies and to test the dependability and credibility of the player interpretations. Two American UI design teams primarily involved in the development of massively multiplayer online games and music/rhythm games were interviewed about their intentions and philosophies behind UI design. The developers were approached not as coresearchers, but as experts with specific practical knowledge that the researcher knew little about. With this background, they were participants of semistructured interviews, and questions were formulated based on the interpretations presented by the participants in the player studies.
The main focus of the research was, however, the player studies. Seventeen individual interviews were carried out, as well as one focus group of five participants. All player studies took place in office spaces at University of Bergen and were conducted in Norwegian.
Focus Group
The focus group worked as a pilot study in which questions for the individual studies were tested (Adams & Cox, 2008, p. 25). During the session, five males between the ages of 25 and 30 were shown a selection of screenshots from the selected games, and were asked to discuss them based on questions about the gameworld, the interface, and the relationship between the two. The participants were selected to make the focus group as homogeneous as possible (Adams & Cox, 2008, p. 24; Smith et al., 2009, pp. 49-50). All participants knew at least one of the other participants in the focus group beforehand. They were invited based on their experience with games and the assumption that they would create a good balance within the group with respect to game preferences and verbal dominance.
Observations and Conversations
Observations of and conversations with individual player participants were the most extensive part of the study. Participants were recruited on the basis of self-selection, as information was posted in local game outlets, on the university campus, and on the web forum of a local role-playing and board game organization. The snowball method was also used to recruit participants from the outskirts of my own network (Patton, 2002, p. 237). Four females and 10 males were recruited; three of the males agreed to participate in the study of two of the selected games. The study was based on what I have earlier called the video commentary model (Jørgensen, 2008, Ribbens & Poels, 2009), which presents the participants with the cued recall and think aloud methods from usability testing (Barnum, 2002, pp. 94-95). Cued recall allows the participants’ gameplay to be recorded by video-capture software, before using the recording as backdrop for a conversation between participant and researcher. As an introduction to the study, the participants were shown screenshots from this and another game and were asked to compare them with respect to genre and interface. The participants’ gameplay was then observed and video captured while playing for approximately 30 minutes. After playing, the participants were invited to start the conversation by thinking aloud, thereby commenting on their own performance while watching the recording. With this as backdrop, the researcher added comments and asked questions as interesting features occurred, including the participant into an analytical process.
The main challenge of the player studies was to get the participants to verbalize their interpretation of the UI and its relationship to the gameworld. Semistructured conversational interviews with a high degree of open-endedness, and focusing on a specific gameplay context, was considered to be a fruitful approach as participants could talk freely, but still be restrained by a specific topic (Hesse-Biber & Leavy, 2006, pp. 125-126). For discussing more abstract topics, the researcher presented statements and questions that were likely to be opposed by the participants, such as “Can the military units see the health meters?” and “Who is the avatar talking to?” This positioned the researcher as a naïve, curious outsider (Smith et al., 2009, pp. 36, 64). This also created a setting for an active interpretative discussion, in which a meaning-making partnership between researcher and participants (Hesse-Biber & Leavy, 2006, p. 128) was established and the participants were included as equals in a conversation with the researcher. The focus on video captures and screenshots allowed the otherwise abstract conversation topics to be associated with specific examples that illustrated the integration of system information into the gameworld. In addition to allowing the participants to talk about specific features, these questions were also meant to provoke discussion and reflection, which they did. This will be elaborated on below.
Evaluation
In this section, I will evaluate the fruitfulness of using the proposed method in this research project. In spite of the exploratory approach that used participants as coresearchers and provoked critical discussion through the inclusion of biased questions, the study turned out to be successful, as the participants argued against the researcher and suggested their own reflective interpretations.
Before going into a detailed evaluation of the player studies, some remarks should be made about the game analyses and the developer interviews. The initial analyses of the games used as cases were carried out as a point of departure for formulating questions for use in the interview situations. In hindsight, I believe the project could have benefited from the inclusion of games from a wider selection of genres. Games with a stronger narrative and a player character with a more distinct personality would probably have provided a deeper insight into how players connect fiction and interface elements in games, and how character personality affects the sense of association with the gameworld.
The group interviews with developers were also carried out in order to contextualize the player studies, by creating a deeper understanding of the developers’ intentions as well as their thoughts on how the UIs should relate to gameworlds. The information gained from the developer interviews supported and illuminated the findings from the player studies, and worked, therefore, to emphasize the fruitfulness of the player studies. The developers were working on genres that are very different from those used in the player studies, but they still presented corresponding attitudes toward the integration of UIs in gameworlds. This implies that the method is able to create trustworthy and dependable results (Guba & Lincoln, 1998, p. 213).
Although generally successful, the more exploratory player studies are somewhat more controversial. Using participants as a source for collecting data about a third participant is a matter that potentially interferes with the reliability of the data (Smith et al., 2009, p. 36), as the researchers run the risk of not investigating what they were intending to (Adams & Cox, 2008, p. 18). I believe that securing reliability is dependent on careful design of the interview guide, as well as having information-rich participants (Patton, 2002, p. 46,; Smith et al., 2009, p. 58). In the case of this study, careful design of the interview guide means that the researcher’s abstract hypotheses and concepts wree operationalized into procise statements or questions that made sense from the perspective of players (Jørgensen, 2009). Discussion topics such as whether or not system information should be interpreted as part of the gameworld, and who the avatar is addressing when stating “I cannot carry any more,” were fruitful entrances for reflective conversations about the status of different game elements. As the interview guide was designed to make the participants question the statements presented to them, the participants were automatically put in a position in which they became research partners equal to the interviewer. Of course, asking naïve and biased questions could backfire, and the participants would support the idea proposed by the topics presented, thereby compromising the dependability of the data. However, the participants often smiled or burst out laughing when confronted with such questions and emphasized that interpreting the gameworld in the same way as the real world or any fictional world would feel wrong. 1 Thus, the participants made it clear that they did not approve, and the discussion format ensured that other biased topics were exhausted before moving on.
In general, using player participants as coresearchers was a successful approach that opened up for a very open relationship between researcher and participant. I believe part of the success was adapting a student-tutor relationship (Adams & Cox, 2008, p. 23) in which the researcher takes on the role of a student who is discussing with an expert. This enabled the participants to open up and be confident that their views were as interesting and valid as any other interpretation, and that they were encouraged to argue against the interviewer.
Having information-rich participants turned out to be important. Selecting participants purposefully may lead to information-rich cases from which one can learn a lot about important issues central to the study (Patton, 2002, p. 230). In this study, it is the sources and not the cases that are information-rich, as the role of the participants was to be expert sources and not cases. Due to the hypothesis that experienced players would have the greatest analytical understanding of the games, the participants were recruited based on their knowledge of one or more of the games used in the study. A specific level of education was not required, but relying on self-selection, however, the study did end up with participants largely with a university or college background. In general, the participants had good interpretative skills and a high level of analytical understanding of the games, but some participants needed time to accept the premise for the topics presented to them. In these situations, the challenge was to introduce the participants to the mindset of the study without making them feel subordinate and to avoid forcing the hypotheses of the study onto them. This was solved by an introductory phase where respondents were asked to compare screenshots and talk freely about the usability of the game, but in hindsight, this may have made parts of the interviews too general for being directly applicable to the study. In addition, as many of the participants had academic backgrounds, they may have overinterpreted features, and their views may not be representative for the average gamer. This does not compromise the study, however, as critical reflection was desired, and as the study was carried out for the purpose of generating academic theory of game interfaces. Another issue is connected to the risk that self-selected participants were dedicated fans of the selected titles and that they therefore may have accepted a greater degree of inconsistency in UI design than the average player. As the data shows consistency among player interviews, and is also supported by the developer interviews, we have no reason to believe that this affected the study significantly.
In addition to research conversations, the individual player participants were subject to screenshot analysis, gameplay recording, and cued recall where the recording was used to discuss game features and the participant’s performance. Choosing these methods was connected to the hypothesis that specific examples would better support a discussion of abstract concepts, and that gameplay in context would create a sense of immediacy and be most appropriate for understanding the dynamics of the game and for capturing emerging events. In the study, however, the screenshot analysis turned out to be the most fruitful of these approaches. Although the discussion of the recorded gameplay very well highlighted the auditory interface, and emerging events, the screenshot analysis better captured the interpretation of the graphical UI, perspective, and comparisons between different games. Having participants comment on their performance through cued recall was only partly successful, as the discussion most of the time strayed away from the recording. However, as a way to keep the game fresh in the mind of the participants, as a conversation starter, and an opportunity for the researcher to take notes, the video capture was fruitful, although the same situation could have been achieved by letting the participant play without recording the gameplay. As the auditory interface was of secondary importance in this study, leaving out the video capture altogether could have been done to make the preparation time more efficient.
In the case of the individual interviews, using the video capture as an alternative to screenshot analysis for discussing specific features would mean pausing and rewinding the recording at appropriate times, which would be disruptive for the conversation flow. In connection with the focus group, using video capture was not considered, as this would demand focus on one particular person’s gameplay. Another challenge related to the focus group was having five participants who often got into heated debate with each other and consequently were speaking simultaneously. This made the transcription process hard, but had been accounted for as the participants were selected on the basis of differences in dialects and voice qualities. This was not, however, a problem in connection with the developer group interviews, as they rarely spoke simultaneously. This may have been due to familiarity with interview situations from the media.
Summary
This article has argued for the use of player studies in researching game systems and how they are designed, and it has described and evaluated the methodology used in a research project on game UIs and their integration in the gameworld. The project triangulates qualitative methods and data sources, but most central are the inclusion of empirical players in a meaning-making partnership where they take on the role as coresearchers. As suggested in this article, this method has proven itself to be fruitful, even though it also presents challenges for the researcher.
An important challenge is connected to the use of secondhand interpretations as a source for gaining knowledge about the object of study. As IPA demonstrates, this is an approach that demands careful attention toward the choice of methods and a careful research design. Using participants as coresearchers by organizing the research session as a discussion is a method that works well in this context, because the participants are put in the position where they try to make sense of a subject matter instead of being the case of study in the research. When supported by a professional researcher, they engage in an interpretative process where their expertise is combined with the researcher’s analytical skills to create empirically grounded theory. Even though participants may try to confirm some of the ideas presented by the researcher, confronting the player participants with both naïve inquiries and abstract topics for discussion turned out to be more useful than first anticipated as the participants tended to argue against what was being proposed and made sound arguments supporting their views. By also subjecting the participants to other methods, such as discussions, screenshot analysis, and the cued recall and think aloud methods, the researcher ensures variation and dependability in the collected data material.
The reason for triangulating methods and sources has been connected to uncertainty of whether using player studies alone would generate valid and reliable data. The dependability of parts of the study was, in particular, believed to be a challenge, because of the uncertainty as to whether the use of players as sources for information actually would enable me to collect relevant data. The use of several methods and sources of data means that the degree of trustworthiness is high, and by being inductively motivated while also taking a deductive point of departure, it is also analytically generalizable by enabling the formulation of a general theory about different genres and conventions (Yin, 2003, p. 37). However, as the UI designers and the player participants present corresponding attitudes concerning the integration of UIs in gameworld, I believe to have demonstrated not only the dependability of triangulation in this project, but also the dependability of using empirical players as coresearchers in this study. Based on the evaluations in this article, I maintain that triangulation of qualitative methodologies is very important in game studies and that using players as coresearchers is not only fruitful, but also an essential way of gaining insight into the function of a specific game design and the dynamic aspects of games.
Footnotes
Acknowledgements
Thanks to Frans Mäyra, Jussi Holopainen, and Mikael Jakobsson for comments.
Declaration of Conflicting Interests
The author declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This research was funded by the Research Council of Norway.
