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Meta-Game Studies

Meta-Game Studies

Keynote presentation at the "Meta" 20th Tampere Spring Seminar in Game Studies on May 8, 2024: a historical look at how the meta or dominant strategies for discursive success in games research have changed over 20 years.

Sebastian Deterding

May 09, 2024
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  1. How has games research been changing? 1st Spring Seminar 2005

    10th Spring Seminar 2014 20th Spring Seminar 2024
  2. How has the meta of games research been changing? 1st

    Spring Seminar 2005 10th Spring Seminar 2014 20th Spring Seminar 2024
  3. What do I mean with “meta”? * The moving equilibrium

    of dominant strategies in a multiplayer game, emerging from the evolving mangle of formal, internal, social, external, and material rules.*
  4. Why I think “meta” is a productive lens for analysing

    games research • Matches participant views of academia as (often stochastic, sometimes zero sum) strategic game • Meta ≠ objectively optimal: what participants at a given time with limited information believe is optimal • Meta ≠ normative: What we believe works, not ought to do • Applies a “game lens” (Björk, Koster) to non-game phenomena as an underused possibility of game studies • It’s fun!
  5. What this is not about • Cynicism • Career advice

    (YMMV, I Am Not Your Mentor) • The teaching meta (how to get students) • The funding meta (though closely related) • I mean the discourse meta (≅ how to get citations) • Game studies as the humanities and cultural studies field dedicated to games • I mean cross-disciplinary games research
  6. Stable meta (also in other fields): Neophilia As games evolve,

    go “first!” on the new new thing 2004 2014 2024 2024+ Hypercasual! GenAI! Mainstream puzzles! XR! Mobile! MMORPGs! MOBA! India! Freemium! Jubensha! Analog! Pervasive! Motion control! Esports! Gamblification! Gamification! Indie! Casual! China!
  7. • Describing X • Defining X • Uses and gratifications

    of X • Technology acceptance model of X • X design patterns • The X motivation scale • The X experience scale • The X addiction scale • Does X work? A systematic review • Against X (citations in trolling) Stable meta (also in other fields): Neophilia Some solid strategies. For every new X, … (Also for new aspects of games: paratexts, boxes, platforms, controllers, ads, …)
  8. Stable meta: Technology Panics Promote them, deflate them, rinse, repeat

    Amy Orben (2020), The Sisyphean Cycle of Technology Panics Then • Violence! • Obesity! Now • Addiction! • Gamblification! Next(ish) • Extremism! • Online harms!
  9. Emergent meta: Making culture matter Centring white spots and differences

    Academically mapped gaming, ca. 2005 Academically mapped gaming, ca. 2024
  10. Emergent meta: Synthesis Generating new insight from integration “We have

    seen plenty of first-generation books on interactive entertainment, in which an author with expertise in another field presents a bystander's perceptions on the subject. But this is a second-generation book, written by an author whose background is entirely within the field. Wardrip-Fruin was brought up on computer games and educated in the thoughts of the first generation thinkers. Now he has integrated them into a new perspective that builds on those ideas at higher levels of abstraction. Looking back at my own ideas from Noah's new vantage point was an educational experience for me.” – Chris Crawford
  11. (Though granted, in some disciplines, the future may not have

    been evenly distributed to yet. ) Deprecated meta: Fending off colonisers Games matter; game studies exist *cough* philosophy of art *cough*
  12. Emergent meta: Extending discourses Games as part & application of

    wider theory turns Soon in a bookshelf near you: • Esoteric gaming • Mycelic gaming • Psychedelic gaming • Extinction gaming • Fascist resurgence in gaming • Infrastructures/supersystems of gaming • Games as hyper objects • …
  13. Shifting meta: Go serious! Funding and legitimacy from social impact

    What is shifting • Large-scale, actual reality, not potential • ↓strategies: “I made a thing”, “Can games do X?” • ↑strategies: Medical publication chains (review, formative, trial, …) Shifts I wish were true • Implementation Science for games • “What works” synthesis • Contributions to applied game design
  14. New meta: Temple-Razing Rigour Reformation Bringing the science reform movement

    to games My current meta 2005 theory: Most findings are false 2015+ data: 39% of studies replicate, effect sizes half
  15. Academic research, ca. 2024 (simplified diagram) Poor, flexible theories Poor,

    flexible measures Poor, flexible studies Poor, flexible analyses Deluge of meaningless publications, zero progress Noise mining
  16. An open science + metascience reform movement Aiming to study

    & fix poor, intransparent research Brian Nosek (2019), Strategy for culture change • Preregistration • Registered report • Power analysis • Data sharing • Reproducible code sharing • Replication studies • Method training • …
  17. Take “Balance” Balanced challenge recognised in practice and research “Challenge

    is consistently identified as the most important aspect of good game design. Games should be sufficiently challenging, match the player’s skill level” Sweetser & Wyeth, 2005, 6
  18. Atkinson, 1957; Csikszentmihalyi, 1990; Ryan & Deci, 2017 • Flow

    theory: Optimal challenge absorbs attention • SDT: Optimal challenges maximises competence experience Difficulty Skill Boredom Frustration Engagem ent, enjoym ent In games, we hold these truths to be mostly self-evident …
  19. Deterding & Cutting, 2013 »Within SDT, then, optimal challenge means

    facing demands that most often one can master, rather than ones that are continuously at the leading edge of one’s capabilities. That type of high difficulty challenge should, however, be an intermittent element, in which case it can enhance and heighten intrinsic motivation« Deci & Ryan, 2017, 153 »attention is most focused when environmental challenges are in balance with the person’s skills. ... Experiences that one believes are in the neighborhood of a 50/50 balance are experienced as enjoyable« Csikszentmihalyi & Nakamura 2011, 187 Yet theories don’t really specify “optimal challenge”
  20. • How do you quantify “difficulty” and “skill”? • Linear

    or log scales or …? • What shape is that curve? • What equation describes the shape of this curve? • What is the point estimate of “optimal”? Difficulty Skill Boredom Frustration Engagem ent, enjoym ent Yet theories don’t really specify “optimal challenge”
  21. Cutting et al., 2022 We rigorously tested the effect of

    difficulty-skill ratio on enjoyment and engagement
  22. No significant difference in enjoyment or engagement, no ‘goldilocks’ optimum

    around balanced challenge (n=311) Cutting et al., 2023
  23. Yet the easier the game, the more competence they felt

    … and again, no significant impact on engagement
  24. New meta: Temple-Razing Rigour Reformation Bringing the replication to games

    • Great carte blanche: You get to ignore everything before • Straightforward recipes: Run first! actually rigorous study, show failure to replicate • Aligns with rigour ratchet in most empirical disciplines: Journals, conferences, reviewers demand more and more • Game studies hold many taken-for-granted truths and poor prior theory, measures, studies: Immersion, challenge, meaningful choice, enjoyment drives play, …
  25. How has the meta of games research changed? • Easy

    Firsts! → Neophilia; technology panics; make cultural difference matter; synthesise • Fend of colonisers → Games as avant-garde; extend discursive turns; embrace the othered • Go serious! → From “I made a thing” to standard clinical publishing • Temple-Razing Rigour Reformation
  26. Why has that changed? What is the evolving rule mangle

    underneath? • Game studies is self-disciplining “normal science” with a prior work, venues, centres, internal attention economy • We gained legitimacy via the normative power of the factual: games matter, period. Game studies exist, period • The market & society lead, we follow. Corollary: Future games research is non-hardcore & Global South • Games research is embedded in wider science movements
  27. Applying “meta” beyond games Is a “game lens” a valuable

    game studies export? • Meta ≅ Ego-optimal strategies in competitive multiplayer games • ≅ equilibria in game theory, e.g., Nash equilibrium • But: Equilibria describe proven optimal strategies, given rational actors • Meta describes empirically dominant strategies, given actual humans • Like behavioural economics, recover the delta to rational assumptions
  28. Chasing the meta ≅ “strategic interaction” Optimising myopia arising from

    game-like interactions * Time to Goffman: 46 slides
  29. We can become munchkins of research Just ‘coz we know

    how to do it doesn’t mean we should
  30. Maybe I’m just getting old and bored … but filling

    in foreseeable blanks has no lustre for me • Describing X • Defining X • Uses and gratifications of X • Technology acceptance model of X • X design patterns • The X motivation scale • The X experience scale • The X addiction scale • Does X work? A systematic review • Against X (citations in trolling)
  31. Changing the meta is a hard collective action problem Changing

    a social contract when it pays to defect and you’re embedded in a thick outer mangle
  32. I think the German left were right to call it

    … “the long march through the institutions”
  33. Prof Sebastian Deterding [email protected] @dingstweets @[email protected] Metametametametametametametametametametametameta • Easy Firsts!

    → make cultural difference matter; synthesise; neophilia; technology panics • Fend of colonisers → Games as avant-garde; extend discursive turns; embrace the othered • Go serious! → From “I made a thing” to standard clinical practice; implementation science; “what works” synthesis • New meta: Temple-Razing Rigour Reformation • Munchkindom → Follow the fun; change the game