Tuesday, April 3, 2012
Response: Family Portals :- Connecting Families Through Multifamily Media Space
Results of the Study:
In general the families enjoyed the opportunity to get more connected and shared more information than usual. In addition, they were able to connect with more than one family member.The researchers observed some family member--adopters that were not initially interested in extra communication, however started getting comfortable with the other families gradually. The intention of the portal was multi family communication, due to differences in schedules synchronous communication was low. However, the families left messages on the whiteboard to share with all. Families also used the whiteboard for playing.
Most families left the video on and did not have any privacy concerns. Four individuals did not like the use of the system, because it was intrusive, or from fear of technology, or they were not interested in additonal communication. To manage privacy, the family portal was turned facing a wall when not intended for communication rather then switching off.
Review:
I like the idea of the family portal, as i skype with my parents and sisters separately. I even like the use of the whiteboard, because you can leave messages there for everyone to see and know if something important is going on. Though this will not raise privacy issues with my family, but yes incase i use it with my in-laws. However, i wonder if you need a separate device for it, i wonder if it was computer application or part of facebook, what the results will be. I can see myself using it to communicate with a bunch of old friends, or cousins to discuss an upcoming wedding….
Monday, April 2, 2012
Summary Response Week 11: Free Play Over Distance
Response: Family Portals
Summary:
Communicating with family and close friends, who live far away, was the focus of this paper. The researchers examined methods in which close-knit families could interact with each other intimately and still be in their respective locations. The examination was done by their implementation “Family Portals”, which allowed for video conferencing, messaging and a shared whiteboard. While each of these features itself is not unique, framing it for a family environment was. This system was tested in 2 different “triads” or family groups for 8 weeks total, and they found several interesting results. The results seemed to indicate that a lot of real world communication patterns transferred to the digital domain. Solitude, for instance, was further enhanced in some cases, because seeing but not being able to communicate was frustrating for one of the mothers in the triad. Further, it also allowed users to be selective (just like in real life), by physically placing the system in their ideal locations, so that family could not always see what they were doing. Overall, the paper and its finding suggested that communication in a family (or close-knit) group requires a strong need for communication amongst all the parties and that if proper adoption is done, relationship dynamics can be enhanced or created. Generalizing these results to larger families however, would be a challenge, as stated towards the end of the paper.
Response:
This was an interesting paper to me, because of the focus on long-distance family communication. Many of the primary communicators in the system were young and able to adopt the system easily. I know in my case, for some overseas family members, adopting such technology would be extremely difficult, because it would not fit socially. The most interesting result for me, in this paper, was the changed relationships because of the system. They used the whiteboard more; they were more involved in each other’s lives and most likely felt closer. In this respect, the system was a success. On the flipside, the system also allowed for family members to be “more annoyed” with each other, by not answering the “knocks”, for example. In some respects, this is limited in real life because they do not see each other ALL the time, but a constant connection removes that. I would have liked to a longer study on the system and the change in relationship dynamics. Additionally, testing the system on budding relationships would be an interesting experiment, to see if relationships can form FROM the system itself.
Thursday, March 29, 2012
Response: This is not a One-Horse Race
The researchers studied the American Horse Power game competition among 15 middle schools. The research did not focus on the effect of the physical activity on the individual's body, just the step count. The researchers interviewed 200 people including the participants and teachers from the school. This paper was able to identify 5 prominent categories of participants.
Achievers: They focus on game related goals and behaviours to achieve these goals. They concentrate on personal performance and are not competitive in nature. They are mostly are not athletic and set regular activities as goals (such as walking). Moreover, they fear social pressure and negative views of others on their activities therefore they do not influence others by sharing their step count.
Active Buddies: These players have a small group of friends with whom they interact and enjoy activities on regular basis. Therefore, they can influence each other towards positive reinforcement. They enjoy a friendly competition among themselves.
Social Experience Seekers: These players are motivated more towards the sharing of their activities and profiles with friends and classmates. Since, with this system they could modify their avatars with no relation to their physical activity, they did not concentrate on their step count. However, we did see in the Ubigreen system that this can be used to motivate such players. They have the ability to influence others, because they promote themselves and their activities.
Team Players: These players are motivated by a sense of belonging to a team. They kept track of the schools progress with other schools. They shared their participation with the teachers and were very enthusiastic towards their goals.
Freeloaders: Freeloaders are people who participate just not to feel left out or get the secondary benefits from participating(e.g a t-shirt, free lunch). Therefore, they do not care about the physical activity or the schools performance. They have negative influence on the groups motivation.
The paper gave suggestions on how to influence the low participating players into more active participation. For example, for social experience seekers, if they could buy things for their avatars based on increase in step counts. Moreover, there should be preference setting for players to share step count information.
No real time communication between players and no real time feedback - only when to login to the website .
Response: This is Not a One-Horse Race
Summary:
The purpose of this paper, was to examine how individual people play games within the context of a large group. The game chosen was a health-based game that depended upon pervasive technologies and was targeted at youth in schools. After the completion of a large field-trial, they found five player types that existed when individuals played their game. These types (achievers, active buddies, social experience seekers, team players and freeloaders) highlighted the precocious nature of individual vs. group rewards and that the balance depends on the user/player.
Response:
To me, this paper was about designing games that balance (or in some cases, leverage) the “me. vs everyone else” aspect. Their findings suggested a wide range of behavior, with personal health being a motivating factor. It would have been interesting to see a different game played for the trial, which had a potentially more imbalanced “me vs. everyone else”, that could have involved toys or candy (for example). Would there have been such a wide range of behavior? Would the game even matter at all if the reward was the focus? In these questions, a larger question comes to mind as well, namely, does the gameplay, or the game itself truly matter, if the outcome surpasses it?
Re: Understanding Player Types in Multiplayer Pervasive Health Games for Youth
This paper describes the diversity of individual participation styles in multiplayer health games, based on an evaluation of a large-scale field trial of a pervasive technology-based health game for youth. Their findings highlight concerns and cares of youth participating in health games, and the impact of group-based competition on individual players. The research identified the five distinctive player types that emerged during interactions with this game: achievers, active buddies, social experience seekers, team players, and freeloaders. In addition to describing genres of players, they also present design suggestions for integrating group-based mechanisms effectively in health games for youth, among others.
Commentary
Games differ from utility software in some key characteristics: In games, the purpose is to have fun and enjoy playing the game. Learning to play the game, solving problems, or discovering new motivations is part of that experience. It is the prerogative of game designers to create the content and define goals that the players should strive to reach. Therefore, games have the potential to be intelligently adapted, as flexible media experiences, based on varying models and motivations of the players interacting with them. This adaptive approach to games has the potential to provide a powerfully individualized experience to game players, which, in turn, can achieved a targeted change in behaviour among users.