Daniel L. Gardner;LouAnne Boyd;Reginald T. Gardner
{"title":"Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games","authors":"Daniel L. Gardner;LouAnne Boyd;Reginald T. Gardner","doi":"10.1109/TG.2023.3349369","DOIUrl":null,"url":null,"abstract":"Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player or user-experience research, usability, and any consideration of how people interface with their technology are exercised through inclusive and intersectional lenses. Previous research has identified how character configuration interfaces preface white-male defaults (Gardner and Tanenbaum 2018), (Gardner and Tanenbaum 2021), and (Mastro and Behm-Morawitz 2005). This study relies on 1-on-1 play interviews where diverse participants attempt to create “themselves” in a series of games and on group design activities to explore how participants may envision more inclusive character configuration interface design. Our interview findings describe specific points of tension in the process of creating characters in existing interfaces and the sketches participants–collaborators produced to challenge the homogeneity of current interface designs. This project amplifies the perspective of diverse participants–collaborators to provide constructive implications and a series of \n<italic>principles</i>\n for designing more inclusive character configuration interfaces, which support more diverse stories and gameworlds by reconfiguring the constraints that shape those stories and gameworlds.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"683-696"},"PeriodicalIF":1.7000,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10379443/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0
Abstract
Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player or user-experience research, usability, and any consideration of how people interface with their technology are exercised through inclusive and intersectional lenses. Previous research has identified how character configuration interfaces preface white-male defaults (Gardner and Tanenbaum 2018), (Gardner and Tanenbaum 2021), and (Mastro and Behm-Morawitz 2005). This study relies on 1-on-1 play interviews where diverse participants attempt to create “themselves” in a series of games and on group design activities to explore how participants may envision more inclusive character configuration interface design. Our interview findings describe specific points of tension in the process of creating characters in existing interfaces and the sketches participants–collaborators produced to challenge the homogeneity of current interface designs. This project amplifies the perspective of diverse participants–collaborators to provide constructive implications and a series of
principles
for designing more inclusive character configuration interfaces, which support more diverse stories and gameworlds by reconfiguring the constraints that shape those stories and gameworlds.
数字游戏是一个价值数十亿美元的产业,其生产和消费遍及全球。游戏中的代表性是一个日益重要的话题。随着创造和消费游戏媒介的人越来越多样化,玩家或用户体验研究、可用性以及对人们如何与他们的技术进行交互的任何考虑,都必须通过包容性和交叉性的视角来进行。之前的研究已经确定了角色配置界面是如何预设白人-男性默认设置的(Gardner and Tanenbaum 2018)、(Gardner and Tanenbaum 2021)和(Mastro and Behm-Morawitz 2005)。本研究通过一对一游戏访谈,让不同参与者尝试在一系列游戏中创造 "自己",并通过小组设计活动,探讨参与者如何设想更具包容性的角色配置界面设计。我们的访谈结果描述了在现有界面中创建角色过程中的具体紧张点,以及参与者--合作者为挑战当前界面设计的单一性而绘制的草图。本项目放大了不同参与者--合作者的观点,为设计更具包容性的角色配置界面提供了建设性的意义和一系列原则,通过重新配置塑造故事和游戏世界的约束条件,支持更多样化的故事和游戏世界。