Ang, Zaphiris, Wilson - 2011 - An activity theoretical model for social interaction in computer game

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CHEE SIANG ANG, PANAYIOTIS ZAPHIRIS AND STEPHANIE WILSON

2. AN ACTIVITY THEORETICAL MODEL FOR SOCIAL INTERACTION IN COMPUTER GAMES

INTRODUCTION

Computer games have for years been the focus of Human Computer Interaction (HCI)-oriented research. For example, researchers have looked at playability and have developed heuristics for evaluating fun as well as usability of computer games (Desurvire, et al. 2004; Fabricatore, et al. 2002; Federoff 2002). Although much of this research has revolved around enhancing engagement by improving player-game interaction, some (Ducheneaut, et al. 204; Ducheneaut, et al. 2006; Kolo and Baur 2004) have begun to look into the social aspects of gaming as most computer game play is social. Surveys have shown that almost 60 percent of game players play with friends; 33 percent play with siblings and 25 percent play with spouses or parents (Jenkins 2006). Similarly, within the area of game-based learning, the focus is moving from treating games as a standalone tool that delivers knowledge to learners in an enjoyable way, to utilising games as a medium for social interaction and collaboration. The emergence of massively multiplayer online games (MMOGs) has provided a further impetus for research into the social aspects of gaming and game designers have tried to structure in-game activities to encourage interaction between players. For example, Ducheneaut et al. (2004) conducted a study to identify how locations in games can be designed to encourage different styles of social interaction. Through a combination of quantitative and qualitative data collection and analysis, it was found that the MMOG Star War Galaxies attempts to maximize social interaction through the careful design of the game structure and mechanics, e.g. some locations are designed in such a way that players have to wait there and socialize. Similarly, using virtual ethnography, Kolo and Baur (2004) observed that most MMOG players seek more than merely strategic considerations (instrumental play) when interacting with other players. They search for communication and persistent social relations (social play). They also showed that social play not only exists within the game, it often spills beyond the demarcated boundary of the rule-based system and soaks into the players ’ physical life through various means, such as e-mail, online forums and chatting tools. Qualitative studies using approaches such as ethnography and virtual ethnography are becoming important methods for studying game playing activities, particularly social interaction in games (Ducheneaut et al. 2004; Kolo and Baur 2004). However, M.S. Khine (ed.), Playful Teaching, Learning Games: New Tool for Digital Classrooms, 21 –37. © 2011 Sense Publishers. All rights reserved.


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