INSTANT REPLAY GAMES INSTITUTE FALL '18 TERM IN REVIEW - University of Waterloo
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WHAT’S INSIDE DIRECTOR’S NOTE NOVEMBER > 12 SPOTLIGHTS A note from the Executive Director...........................3 DualPanto featured on the Arduino blog...............12 VR Working Group predicting motion sickness in VR.................................................21 Toben Racicot at the Mid-Atlantic NEWS Popular & American Culture Association GI Members organizing “Gaming with the Subaltern”: Workshop at CHI Play 2018........... 22 (MAPACA) Conference................................................12 SEPTEMBER > 3 Games Institute members present a Docu-video from VR Workshop with Gada Shawn Dorey and Sarah Stang: panel discussion at Enthusiast Gaming Jane and SpiderWebShow Performance.............. 22 Play-by-post-roleplaying and Queer Identity.......3 Live Expo (EGLX)..........................................................13 Tina Chan for TEDxUW: Bandaids IMMERSe funded project “Play the Knave” Mark Hancock at the Rochester for Mental Health........................................................23 featured in Shakespeare Quarterly.........................4 Institute of Technology HCI Colloquium..................13 Rina Wehbe at the Grace Hopper Dr. Lennart Nacke gives a Brown Multisensory Brain and Cognition Celebration (GHC) 2018.............................................. 24 Bag talk at the Communitech Hub............................4 lab researchers at the Society for A firsthand account of a non-programmer’s Neuroscience 2018 conference.................................14 experience at the GI Jam.........................................26 Emma Vossen presents new research at QGCon......................................................5 Marco Moran-Ledesma on 3D Printing Lindsay Meaning on analyzing game in VR at the Inter-University Workshop (IUW)........ 15 adaptations of literary works...................................28 Robert Gauthier gives a GRADTalk on Social Networks.............................................................6 Caroline Wong at the Inter-University Introducing the GI to Engineering Workshop (IUW): Interacting with data Exchange Students from Mexico............................29 VR Storytelling Workshop with Gada through touch-enabled systems............................ 15 Jane and SpiderWebShow Performance................6 Spotlight on Alexandra Orlando’s Tina Chan presents a paper on YouTube channel.......................................................30 GI Research Associate Gada Jane gamification and mental health at in the Waterloo Record................................................7 the Inter-University Workshop (IUW)....................... 16 Multidisciplinary Panel: Horizon Zero Dawn......... 31 Games Institute HCI researchers redefining Quantum Cats at the Ontario Science Centre...... 16 “Gamefulness” in the International Journal of Human-Computer Studies......................................7 Sarah Stang at ReFig 2018........................................17 RESEARCH TALKS Lennart Nacke weighing in on violence Jonathan Rodriguez..................................................34 OCTOBER > 8 in videogames on Kitchener Today........................ 18 Dr. Lewis Chuang........................................................34 Elise Vist at the Fan Studies Network Dr. Ali Mazalek.............................................................35 Justin Carpenter at the Society for Literature, North America (FSNNA) Conference....................... 19 Science, and the Arts (SLSA) Conference...............8 Toben Racicot.............................................................35 John Yoon at the University of California Amy Liang.....................................................................35 Esports Conference (UCIESC)................................... 9 DECEMBER > 19 Jason Hawreliak.........................................................36 Steve Wilcox at Meaningful Play 2018...................... 9 Mark Hancock receives the 10-Year Impact Award at ISS.................................................. 19 Jonathan Enns...........................................................36 Milad Soroush at CHI Play 2018 on games for self-control improvement................................... 10 Lennart Nacke on the “Keeping the Eugenie Roudaia........................................................36 Human in Artificial Intelligence” panel..................20 John Muñoz.................................................................36 Jason Hawreliak’s new book “Multimodal Semiotics and Rhetoric in Videogames”................. 11 Emma Vossen at ReFiG 2018.....................................20 Digital Oral Histories for Reconciliation (DOHR) at the Canadian History of Education Association Conference............................................. 11 B | UNIVERSITY OF WATERLOO
DIRECTOR’S NOTE A NOTE FROM THE EXECUTIVE DIRECTOR As a richly interdisciplinary research centre at the augmented reality, immersive media and technology, University of Waterloo, the Games Institute supports and interactive narrative, cultural understanding, knowledge experiences a broad range of activities and initiatives. But mobilization, social media – all of these along with games NEIL RANDALL conveying all of this is anything but straightforward. Our themselves. And games themselves mean more than EXECUTIVE DIRECTOR website helps, our social media helps, our events help, but just games – serious games, empathy games, training GAMES INSTITUTE each captures only part, and only in a limited way. What we games, board games, game adaptations, gamification – needed, we realized, was something that collected together, you get the point. The Games Institute is about rich, in one place, everything that goes on in the GI semester by compelling interactive user engagement, in many forms semester – a journal, perhaps a diary, of a centre comprised and for many purposes. of active, engaged students, faculty, and staff. Highlights from Fall 2018, which you’ll read about here, Instant Replay is the result. In these pages you’ll see include the extremely well attended GI Jam, the VR the GI unfold throughout the Fall 2018 semester. Over Storytelling Workshop, the Human-Computer Interaction 50 students work in our space in East Campus 1, along (HCI) Industry Panel, and the Multidisciplinary Panel about with faculty members from various UW faculties, and Horizon Zero Dawn. And more. We welcomed numerous all of them contribute to the GI’s culture in various ways. speakers, including Lewis Chuang and John Munoz who All of them conduct research, but research means different traveled internationally to get here, and we saw our students things to different disciplines, and in our space that means and faculty travel around the world, sharing their research different ways of working. The GI exists to value all of at such high profile conferences as BlizzCon 2018, CHI these different approaches and to facilitate communication and collaboration among the students, the faculty Play 2018, Interactive Surfaces and Spaces (ISS), and the members, and the research partners. This is a space Canadian Game Studies Association (CGSA) at Congress that strongly supports and proudly strives for day-to- (Canada’s largest academic trade show organized by the day interdisciplinarity, where the windows between the Federation for the Humanities and Social Sciences and disciplines are opened wide, because the world of games hosted). Collectively, they spread the word about the GI, and interactive media refuses to let them stay closed. its culture, and its interdisciplinary core. The Games Institute is about games, but also about more As Executive Director, I am deeply proud of them all, than games. Far more. Virtual reality, player experience, and I welcome you to recapture a busy, productive user research, human-computer interaction, semester in a constantly changing field. GAMES INSTITUTE | 1
NEWS SEPTEMBER These are a sampling of the news items from September 2018. For a full list please visit uwaterloo.ca/games-institute/news GAMES INSTITUTE | 3
NEWS > SEPTEMBER SHAWN DOREY AND SARAH STANG: PLAY-BY-POST-ROLEPLAYING AND QUEER IDENTITY WEDNESDAY, SEPTEMBER 12, 2018 Play-By-Post Roleplaying: Ludic Structures, Creative Before Dorey’s article, PBPRP had been considered to two missions: to create a meaningful and rich Play, and Queer Identity be collaborative writing by other game studies scholars. conversation that will advance PBPRP, and other Dorey’s new take on the phenomenon caught Sarah creative roleplay, as a topic of interest in game studies Shawn Dorey, alumnus of the Games Institute, and Stang’s attention. She responded in the comments and other academia; and to empower queer identity Sarah Stang, PhD candidate in the Communication section to reflect on her own experiences, further and agency by investigating how they emerge and and Culture joint program at York University demonstrating the ludic structures governing PBPRP. take shape in PBPRP. and Ryerson University, will be presenting their But also, Stang remarked that her queer identity co-authored research at the Queerness and Games “Overall, the purpose of this presentation is to developed in part through PBPRP with friends. Conference in Montreal, September 29-30, 2018. discuss an under-researched form of gameplay and The two plan to explore the connections between October 2017, Stang published her own article in First encourage our audience to build on, respond to, and play and queer identity development through Person Scholar entitled, “Friendship, intimacy, and continue to explore the topic” (Dorey and Stang, 2018). play-by-post-roleplaying (PBPRP). play-by-post-roleplaying”, in which she expanded on her ideas about queer development. She argued that Dorey published their article, “Play by post roleplay: WORKS CITED when it comes to queer identity development, PBPRP Where player becomes designer and designer becomes does not happen in a magic circle because, “With my Dorey, S. (2017). Play by post roleplay: Where player player”, in First Person Scholar, May 2017. They began becomes designer and designer becomes player. writing, I was literally changing the game world, but by defining PBPRP as “the act of taking the role of a First Person Scholar. http://www.firstpersonscholar. I was also changing my physical world. For me, there character, and implanting them into an imaginary com/play-by-post-roleplay really was no “magic circle”: roleplay was as important world that may or may not be based on some greater Dorey, S., & Stang, S. (2018). Play-by-post-roleplaying: to me as any other type of social interaction, perhaps metafiction” and “using the power of prose to bring Ludic structures, creative play, and queer identity. more so” (Stang, 2017). these worlds to life through lush description and Queerness and Games Conference. https://qgcon. com/qgcon-2018/talks/play-by-post-roleplaying- carefully implemented dialogue” (Dorey, 2017). One year later, September 2018, Dorey and Stang will ludic-structures-creative-play-and-queer-identity Through experiences of their own and observations present the next steps of their research. The two will of other play experiences with PBPRP, Dorey argued present their personal anecdotes about participating Stang, S. (2017). Friendship, intimacy, and play-by-post-roleplaying. First Person Scholar. that PBPRP has recognizable ludic structures, thus in PBPRP communities in order to connect their http://www.firstpersonscholar.com/friendship- it should be classified as a “game” and should be experiences with theoretical paradigms of identity, intimacy-and-play-by-post-roleplaying studied as one in game studies. play, queerness, and social hierarchies. They have 4 | UNIVERSITY OF WATERLOO
NEWS > SEPTEMBER IMMERSE FUNDED PROJECT “PLAY THE KNAVE” DR. LENNART NACKE GIVES FEATURED IN SHAKESPEARE QUARTERLY A BROWN BAG TALK AT THE WEDNESDAY, SEPTEMBER 12, 2018 COMMUNITECH HUB WEDNESDAY, SEPTEMBER 19, 2018 Play the Knave allows players to become an actor in a Shakespearian play without having to worry about trivial things like experience, skill, or preparation. The Dr. Lennart Nacke, the director of the (HCI) game was developed by faculty and students in the ModLab at the University of Games Group at the Games Institute, is giving a California, Davis, in partnership with the Games Institute through IMMERSe. Brown Bag talk at the Communitech hub in Kitchener, In this essay “’A whole theater of others’: Amateur Acting and Immersive Wednesday, September 19. Dr. Nacke will be talking Spectatorship in the Digital Shakespeare Game Play the Knave” published in about the concept of game thinking and how this Shakespeare Quarterly, Gina Bloom, Sawyer Kemp, Nicholas Toothman, and method can be incorporated to improve user- Evan Buswell provide in-depth analysis of what happened when an installation experience: “game thinking is a problem-solving of Play the Knave took up a three-month residency in the Festival Hall at the process that uses strategies from game design Stratford festival in Ontario. and gamification to help drive the design of user experiences in digital and non-digital applications”. Play the Knave is a cross between karaoke and machinima: players’ voices and actions are projected onto an avatar using recording devices and motion-capture Those in attendance will learn how incorporating cameras. Bloom, Kemp, Toothman, and Buswell present their findings about player game thinking into the UX process can: engagement with the game at the Stratford Festival installation. In this essay, you’ll 1) Foster users’ intrinsic and extrinsic motivations learn about how the game’s digital form and Shakespearian content interacted to engage with the application with one another to generate important insights into the ancient rhetorical style of declamatory actions as well as contemporary perceptions of Shakespearian 2) Engage users in a learning and mastery process, performance. This research represents the intersection of digital humanities and in which they develop the abilities needed to theatre studies. It will inspire you to think differently about the way we study accomplish their goals throughout their user journey Shakespeare, making something we studied in high school seem fresh and new. IN CASE YOU NEED MORE CONVINCING... Dr. Nacke is using concepts from game studies to help IN CASE YOU STILL NEED MORE CONVINCING… start-ups and tech designers improve user-experiences. It wasn’t only the players who engaged with Play the Knave; some onlookers that His work is an impactful example of a real-world resisted stepping into the role of “player” inevitably found themselves participating application of game studies theory, bridging games in the game. This essay discusses how Play the Knave led to unique, unexpected discourses to the business world. insights into how people behave in the roles of actor and audience. GAMES INSTITUTE | 5
NEWS > SEPTEMBER EMMA VOSSEN PRESENTS NEW RESEARCH AT QGCON ROBERT GAUTHIER GIVES WEDNESDAY, SEPTEMBER 19, 2018 A GRADTALK ON SOCIAL Emma Vossen will be speaking at the Queerness heterosexual women differ when experiencing NETWORKS WEDNESDAY, SEPTEMBER 19, 2018 and Games Conference in Montreal (QGCon the hyper-sexualized female characters and ever- will take place September 29 and 30). Her talk present damsel-in-distress tropes within games. GI resident Robert Gauthier will be giving entitled “Queering the Links Between Sexual In this presentation, Emma will argue that her a GRADtalk about social networks on Orientation and the Female Gamer Identity” attraction to women could have actually made September 27 in Needles Hall. Robert is explores how sexuality interacts with female consuming games comparatively more accessible a PhD candidate for Public Health and gamer identity formation. to herself (and potentially other women and Health Systems. His research contributes to non-binary people who are attracted to women) For the past six years, Emma’s work has focused on the fields of HCI and public health because as opposed to heterosexual women. investigating the nuances of gender discrimination he investigates how online communities and gate keeping that make games culture less Her research approach integrates interviews with support sensitive issues such as addiction accessible to women and non-binary people hetero and queer people and analysis of her own (download her PhD dissertation here) (Vossen, autoethnographic experience. “Because this is For this upcoming GRADtalk, Robert 2018a). Now she is shifting gears to present new very new research I don’t expect to answer these will be sharing his research on how research on a complex, understudied aspect of questions in my talk, but I do hope to open up Reddit is used as a platform for online games culture: how does sexuality interact with avenues of investigation to pursue in future work” communities to provide support for the formation of the gamer identity? (Vossen, 2018b). recovery from addiction. There are well known social programs in place Emma explains that her motivation for the new to support individuals suffering from research came from questions she has been WORKS CITED addiction, such as needle exchanges and grappling with for some time but hasn’t had the 12-step programs, and yet these online Vossen, E. (2018a). “On the cultural inaccessibility opportunity to explore academically: “why are of gaming: Invading, creating, and reclaiming communities have formed on Reddit so many of the female gamers I know (especially the cultural clubhouse”. Available on with rules and structures in place separate within the field of game studies) queer? And, UWSpace. https://uwspace.uwaterloo.ca/ handle/10012/13649 from the gaze of medical professionals. is my attraction to women somehow connected to my gamer identity?” (Vossen, 2018b). Vossen, E. (2018b). “Queering the links between sexual orientation and the female gamer identity”. Emma’s preliminary research into this question QGCon. https://qgcon.com/qgcon-2018/talks/ queering-the-links-between-sexual-orientation- asks how the experiences of queer women and and-the-female-gamer-identity/ 6 | UNIVERSITY OF WATERLOO
NEWS > SEPTEMBER GAMES INSTITUTE HCI RESEARCHERS REDEFINING “GAMEFULNESS” IN THE INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES THURSDAY, SEPTEMBER 27, 2018 The term “gamefulness” is used often in business, of measuring it in the future. Then, we will be able Robert has been studying these healthcare, and government as the goal of to clearly tell if a system or intervention made to communities in order to get a better gamification but do we really know what it means? be gameful is fostering the desired user experience, understanding of how and why they In fact, many disciplines have been using the term which is something that we cannot reliably do yet”. work. In this talk he will be presenting “gamefulness” interchangeably with “gamification” Nacke, Tondello, and their colleagues draw from the results of a thematic analysis he and “game thinking”. We get away with it because literature on HCI and psychology, as well as other conducted on two subreddits. Using that there is no precise or consistent definition of related fields, to define “gameful experience” with thematic analysis, Robert is exploring “gamefulness” in the game studies literature. three specific constructs. Then they outline the effects the context of pseudonymity (protecting HCI researchers from the Games Institute, of those constructs in process models. identities without complete anonymity) Lennart Nacke and Gustavo Tondello, published to theorize about why Reddit is a valuable “Most critically, we argue that gameful experience is a paper with Richard N. Landers, Dennis L. Kappen, tool for addiction recovery. the core focal construct of this theory and define it as Andrew B. Collmus, and Elisa D. Mekler to address an interactive state occurring when a person perceives our need to more precisely describe what happens JUST A LITTLE TEASER… non-trivial achievable goals created externally, is when someone interacts with a gameful system. One of Robert’s findings is that these motivated to pursue them under an arbitrary set of The paper, entitled “Defining Gameful Experience online communities are used to support behavioral rules, and evaluates that motivation as as a Psychological State Caused by Gameplay: individuals who are struggling with the voluntary” (Landers, Tondello, Kappen, Collmus, Replacing the Term ‘Gamefulness’ with Three 12-step program. This suggests that these Mekler, & Nacke, 2018). Distinct Constructs,” was recently published in the communities might not be replacing International Journal of Human-Computer Studies. publicly funded programs, but are in addition to traditional methods. Not having a specific and theoretically grounded WORKS CITED definition of “gamefulness” leads to many problems Landers, N. R., Tondello, G. F, Kappen, D. L., Collmus, in the gamification process. What is the ultimate A. B., Mekler, E. D., & Nacke, L. E. (2018). “Defining gameful experience as a psychological state caused goal? What processes can and should be employed? by gameplay: Replacing the term ‘gamefulness’ with In the paper, the researchers suggest replacing the three distinct constructs”. International Journal of term “gamefulness” with “gameful experience”. Human-Computer Science. https://doi.org/10.1016/j. According to Tondello, “having a precise definition ijhcs.2018.08.003 of ‘gameful experience’ will allow us to develop a way GAMES INSTITUTE | 7
NEWS OCTOBER These are a sampling of the news items from October 2018. For a full list please visit uwaterloo.ca/games-institute/news GAMES INSTITUTE | 9
NEWS > OCTOBER JUSTIN CARPENTER AT THE SOCIETY JOHN YOON AT THE UNIVERSITY OF CALIFORNIA FOR LITERATURE, SCIENCE, AND THE ESPORTS CONFERENCE (UCIESC) ARTS (SLSA) CONFERENCE MONDAY, OCTOBER 22, 2018 FRIDAY, OCTOBER 5, 2018 John Yoon, GI resident and English PhD student, presented a poster at Justin Carpenter, GI resident and First Person Scholar Editor, will be this year’s University of California Esports Conference (UCIESC) that took presenting a paper at this year’s Society for Literature, Science, and the Arts place Oct. 11-12, 2018. His poster examined the cultural practice of sports (SLSA) conference in Toronto, November 15-18. His paper looks at how the writing in esports. games Mountain (2014) and Everything (2017) by Irish artist David OReilly Yoon’s work examines and analyzes narratives in esports writing. He argues challenge players to reconsider notions of consciousness, things, and nature. that esports writing is a mode of technical communication that accommodates Carpenter argues that both games are “meditations on games as a medium”: non-expert audiences through narratives. “OReilly uses simplistic graphics and absurd design choices His analysis is based on Jeanne Fahnestock’s model of genre shifts in scientific to dissect the qualities typically associated with video games, writing. When scientific knowledge is translated into digestible information namely player agency, immersion, and identity. Through this for public audiences, Fahnestock calls that process “accommodation”: self-reflexive approach OReilly’s games are able to represent “My paper argues that this generic transformation is matter as mindful, challenge anthropocentrism, and paralleled in esports writing when highly technical reconsider the problems of hyperobjectivity and nature.” games analyses geared towards knowledgeable fan bases This talk is a spectacular fit for the SLSA conference theme “Out of Mind”. are decoded into much broader terms for the public Carpenter will explore how OReilly’s design choices in Mountain and unfamiliar with the game, or even esports as a whole.” Everything emulate the philosophy of panpsychism - the idea that all Yoon proposes that esports writing utilizes narrative as its rhetorical matter has some form of mind. mode because relatable story-building fosters emotional investment For game studies and game science scholars, this talk is of particular in the audience toward the highly technical esports competition. interest because Carpenter will present ways that Mountain and Everything’s “With a new model for approaching cultural production disruption of conventional video game tropes leads to deep and engaging surrounding esports, we can better understand, guide, and philosophical criticism. communicate the culture of competitive play […] allowing How does the parody subvert player expectations? And, furthermore, the industry to more effectively present itself not only to how does the violation of player expectations force them to engage with its fans but also the world at large.” unfamiliar philosophical ideas? - John Yoon 10 | UNIVERSITY OF WATERLOO
NEWS > OCTOBER STEVE WILCOX AT CITY AS PLATFORM LAB IN WATERLOO NEWS FOR MEANINGFUL PLAY 2018 “RIGHT TO THE SMART CITY” WHITEPAPER MONDAY, OCTOBER 22, 2018 TUESDAY, OCTOBER 23, 2018 Steve Wilcox, GI alum and Assistant Professor The City as Platform lab (cityasplatform.com), These five “plays” were identified by stakeholders of Game Design and Development at Laurier, an associate lab of the Games Institute, published from academia, government, and private sectors presented a paper at the International Academic a Whitepaper to present their findings from their from across North America who attended the Conference on Meaningful Play in East Lansing, “Right to the Smart City” symposium that took “Right to the Smart City” symposium: Michigan on Oct. 11. place March, 2018 at Harvard University. Their work 1. Embracing smart cities aims to help municipalities, experts, and community 2. Cultivating local innovation ecosystems Wilcox’s paper entitled “(Re)Thinking Empathy members plan smart cities together. 3. Inviting public influence Games” looks at empathy games through 4. Questioning data the perspectives of feminist epistemology, An announcement about the Whitepaper and phenomenology, psychology, disability studies, toolkit was featured on Waterloo News this 5. Designing for play and civic imagination and rhetorical theory. This research comes from morning. The toolkit is a crucial step forward Read the Whitepaper that accompanies the toolkit to Wilcox’s recognition of our need for a new for developing a paradigm for “smart” cities. learn more about how these “plays” were developed understanding how empathy functions in games: and why they are essential for building “smart” cities. According to the Whitepaper, the toolkit is “Empathy games have recently and “a template for municipalities to reproduce To learn more about the “Right to the Smart City” deservedly been criticized as facile our process on a local level in order to ground-truth symposium, check out their website. attempts to reproduce fundamentally our general findings and provide local texture to The City as Platform lab is directed by Beth Coleman, inimitable experiences. As a result the definition of smart”. an Associate Professor of Experimental Digital Media empathy games have increasingly been The toolkit provides five major actions, what at the University of Waterloo. She is quoted in the press viewed with skepticism at best and the City as Platform Lab calls “plays” that should release, saying: derision at their worst.” be taken by any organization or municipality - Steve Wilcox “Civic engagement must be part of a looking to engage the public with plans for smart city if it is to be a city of innovation, By analyzing empathy in games through different integrating technology in city decisions. generosity, play, and opportunity.” paradigms and theoretical frameworks, Wilcox argues that we can chart a new path forward for designing more effective tools for honing empathy in gameful systems. GAMES INSTITUTE | 11
NEWS > OCTOBER MILAD SOROUSH AT CHI JASON HAWRELIAK’S NEW BOOK “MULTIMODAL PLAY 2018 ON GAMES FOR SEMIOTICS AND RHETORIC IN VIDEOGAMES” SELF-CONTROL IMPROVEMENT FRIDAY, OCTOBER 26, 2018 THURSDAY, OCTOBER 25, 2018 Jason Hawreliak, co-founder of FPS and Assistant Professor of Game Studies at Brock University, Milad Soroush, GI Resident and PhD authored “Multimodal Semiotics and Rhetoric in Videogames,” published Oct 10, 2018. The book student in the department of Management is available in hardcopy and as an eBook. Sciences, will be presenting his paper entitled “Multimodal Semiotics and Rhetoric in Videogames” explores how different videogame forms “Investigating game mechanics that target convey meaning, and how that meaning is interpreted by game designers and players. This text players’ self-control while maintaining is of particular interest to students and researchers in multimodal studies, game studies, rhetoric, engagement” at CHI Play 2018. semiotics, and discourse analysis. Soroush researches how games can be used as Read the full summary from the publishers, CRC Press: interventions for self-control improvement. In this study, he ran participants through a game “This book merges recent trends in game studies and multimodal studies to explore the relationship he created called “Save the Garden” and then between the interaction between video games’ different modes and the ways in which they inform asked them to complete a questionnaire. meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine “Save the Garden” was designed to test how their relationship with meaning in videogames. The book uses a wide range of games as examples participants perform in interactive, long-term to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, game tasks that challenge their self-control. haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes Performances were then compared with the processes and causal relationships, to better showcase its link with meaning-making. The second half subsequent questionnaire that looked at self- of the book engages in a discussion of different multimodal configurations and user generated content reports on perceived competence, enjoyment, to show how they contribute to the negotiation of meaning in the player experience, including their and trait self-control. role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game Soroush will discuss his findings on game studies, this volume is key reading for students and researchers in multimodal studies, game studies, performance and player experience with the rhetoric, semiotics, and discourse analysis.” audience at CHI Play 2018 in Melbourne, Australia. This study is a part of Soroush’s “This volume is key reading for students and researchers in multimodal studies, ongoing research. game studies, rhetoric, semiotics, and discourse analysis.” - CRC Press 12 | UNIVERSITY OF WATERLOO
NEWS > OCTOBER DIGITAL ORAL HISTORIES FOR RECONCILIATION (DOHR) AT THE CANADIAN HISTORY OF EDUCATION ASSOCIATION CONFERENCE MONDAY, OCTOBER 29, 2018 Tony Smith and Kristina Llewellyn represented the Digital Oral Histories for Reconciliation (DOHR) project at the Canadian History of Education Association (CHEA) conference in New Brunswick, October 18-21, 2018. Their co-presentation was entitled “Building Just Relations: Oral History and Virtual Reality in History Education”. Tony Smith is a survivor of the Nova Scotia Home for Colored Children, a segregated welfare institution for black children. Kristina Llewellyn, faculty member of the Games Institute and Social Development Studies professor at UWaterloo, founded the DOHR project with support from Smith and other survivors in partnership with the NSHCC Restorative Inquiry and the organization Victims of Infant and Child Exploitation Services (VOICES): “DOHR is a project that creates and assesses virtual reality oral histories for students to address the historical harms of racism. The Nova Scotia Home for Colored Children (NSHCC) opened in 1921 as a welfare institution for black children who were segregated from white-only welfare institutions. Residents suffered the effects of institutionalized racism and abuse during the 70 years of its operation.” - DOHR The first project of DOHR is a Virtual Reality experience that brings students into a digitally rendered representation of the Nova Scotia Home for Colored Children. They explore the home and listen to stories from Smith, and survivors Gerry Morrison and Tracey Dorrington-Skinner. Smith and Llewellyn co-presented on the importance of oral storytelling for a restorative approach to history learning in schools. They shared a demo of DOHR and explained the goals of the project with teachers who were attending CHEA. The DOHR project is funded in part by the IMMERSe partnership grant. Follow @projectDOHR on twitter for more updates. GAMES INSTITUTE | 13
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NEWS NOVEMBER These are a sampling of the news items from November 2018. For a full list please visit uwaterloo.ca/games-institute/news GAMES INSTITUTE | 15
NEWS > NOVEMBER DUALPANTO FEATURED ON THE TOBEN RACICOT AT THE MID-ATLANTIC ARDUINO BLOG POPULAR & AMERICAN CULTURE TUESDAY, NOVEMBER 6, 2018 ASSOCIATION (MAPACA) CONFERENCE TUESDAY, NOVEMBER 6, 2018 DualPanto, a non-visual haptic device for the blind, was featured on the Arduino blog, October 22. The device allows visually Toben Racicot, GI resident and English PhD student, will be attending impaired users to engage with video games that would otherwise the Mid-Atlantic Popular & American Culture Association conference be inaccessible to them: in Baltimore, November 8-10. His paper, “Trauma and Demogorgons: Analyzing Dungeons & Dragons in Stranger Things”, examines the “The device features two handles. Users interact with impact that roleplaying games have in strengthening psychic DualPanto by actively moving the ‘me’ handle with one protections in anticipation of future traumas. hand and passively holding on to the ‘it’ handle with the other. DualPanto applications generally use the “When I first saw Stranger Things I was struck by ‘me’ handle to represent the user’s avatar in the virtual the parallels between their D&D campaign and how world and the ‘it’ handle to represent some other moving they later negotiated the real-world traumas in their entity, such as the opponent in a soccer game.” storylines. I started researching the connection between - Arduino Team roleplaying and trauma, considering how Stranger Things models Freudian psychoanalytic theories.” DualPanto allows visually impaired users to gain an awareness - Toben Racicot of a virtual field, track moving objects, and control an avatar simultaneously. Arduino featured DualPanto on their blog because Drawing from the psychoanalytic theories of repetition-compulsion, the gaming system uses an Arduino Due to interface the physical pre-traumatic stress syndrome, and the Fort-Da! game, Racicot hardware with the setup of the software. examines the impact roleplaying has on the younger characters in Stranger things in their preparation and execution of coping DualPanto was developed by Oliver Schneider, a faculty member of with trauma. the Games Institute and Assistant Professor of Human-Computer Interaction, with his team from the Hasso Plattner Institute In this paper, Racicot highlights how imagination, storytelling, (University of Potsdam, Germany): Prof. Patrick Baudisch, Jotaro and play for children helps to bolster their confidence and mental Shigeyama, Robert Kovacs, Thijs Jan Roumen, Sebastian Marwecki, armatures. This paper is part of Racicot’s ongoing research on the Nico Boeckhoff, Daniel Amadeus Gloeckner, and Jonas Bounama. benefits of roleplaying games. 16 | UNIVERSITY OF WATERLOO
NEWS > NOVEMBER GAMES INSTITUTE MEMBERS PRESENT A PANEL MARCO MORAN-LEDESMA ON 3D DISCUSSION AT ENTHUSIAST GAMING LIVE EXPO (EGLX) PRINTING IN VR AT THE INTER- FRIDAY, NOVEMBER 9, 2018 UNIVERSITY WORKSHOP (IUW) THURSDAY, NOVEMBER 15, 2018 John Yoon, GI resident and English PhD “Various levels of community have student, chaired a panel at the Enthusiast blossomed ranging from grassroots Marco Moran-Ledesma, a System Design Engineering Master’s Gaming Live Expo (EGLX) in Toronto, competitions, collegiate level play, student, will be presenting a poster at the Inter-University Workshop October 26-28. His co-panelists were Campbell and professional organized play. (IUW) at the University of Toronto, Nov. 17. In this poster, he Macrae, Executive at the UW Smash club, What should these strata of our outlines his preliminary research on a system he proposes to Andre Paradis, Founder of the UW LoL club, industry do to further their growth improve the VR experience. Alexandra Orlando, Games Institute alumnus and foster meaningful community and Games studies researcher and streamer, engagement for the future?” Virtual Reality (VR) represents the potential for stepping into and Charlie Watson, CEO and founder of realistic, computer-generated three-dimensional virtual worlds, but A recurring question the panel addressed the most recent technology provides haptic input through hand-held SetToDestroyX. was “who is responsible for shaping how controllers. This means that users do not have realistic interactions The purpose of the EGLX panel was to the industry develops?” How do players with virtual objects: if you can’t touch or hold objects with your generate conversations and ideas about shape eSports? What about fans, organization, hands and fingers, how realistic is the overall VR experience? important considerations for eSports, or administrators? particularly as it becomes a more established Moran-Ledesma explores how integrating 3D printed models As eSports grows, there are increasing with low-priced micro-electromechanical sensors and affordable fixture in popular culture. According to Yoon: concerns about fostering inclusivity and single-board computers enables more physical-like interaction “It’s time we move past the clichéd representation in the scene. The panelists with virtual objects in VR. He proposes that the integration discussions of the legitimacy of considered who should have the responsibility of these three technologies into a system will enhance the eSports as bona fide competition. and authority over these sensitive decisions. realism of VR experiences: We have to shift our attention from Esports is currently an inchoate industry so “In the short-term, I will explore the design space what eSports is to what eSports the panelists argued that it’s crucial to pose of 3D printed objects in VR by incorporating sensors can accomplish.” these questions now while we have time into 3D printed models and testing their viability as ESports is more nuanced than competitive to determine the course of development. controllers. In the long-term, I intend to provide a gaming: it is a cooperative society. The panel This was a dedicated dialogue for honing design vocabulary of 3D-printed widgets for use in VR considered the state and role of eSports in our the questions and considerations, bringing so that designers and researchers can build systems that communities, examining how the industry them to the fore of eSports discourse, and leverage hand and finger interaction in virtual worlds.” can contribute to community building online examining how the industry should pursue - Marco Moran-Ledesma and offline. the answers. GAMES INSTITUTE | 17
NEWS > NOVEMBER CAROLINE WONG AT THE INTER-UNIVERSITY TINA CHAN PRESENTS A PAPER ON WORKSHOP (IUW): INTERACTING WITH DATA GAMIFICATION AND MENTAL HEALTH AT THROUGH TOUCH-ENABLED SYSTEMS THE INTER-UNIVERSITY WORKSHOP (IUW) FRIDAY, NOVEMBER 16, 2018 MONDAY, NOVEMBER 19, 2018 Caroline Wong will be presenting a poster at IUW, 2018 at the University Tina Chan, Masters of Science candidate in the School of Public of Toronto. Wong is a Master’s student of Management Sciences studying Health and Health Systems, is presenting a paper at IUW entitled the benefits of touch-enabled systems that improve our interaction with “Designing for Engagement in Peer to Peer Support Using Cognitive large datasets. Behavioural Therapy with Gamification and the Proteus Effect”. Wong argues that making data visualization tools touch-enabled can Chan’s research draws from crowdsourcing studies that combine make personal data more meaningful and accessible to non-experts online peer to peer (P2P) support with cognitive behavioural rather than technologies that only allow for point-and-click. therapy (CBT), as well as the Proteus Effect. “The underlying assumption is that touch/mobile provides In P2P support with CBT, researchers have found there is therapeutic easier access; however, the benefits of multi-touch interaction value for mood disorders when strangers are asked to cognitively to gaining insight about data are not well understood.” appraise each other’s negative thoughts. Chan’s work investigates - Caroline Wong how gamification can improve how users engage with this niche therapeutic practice. Wong’s poster at IUW investigates how multi-touch interaction with data improves immersion, engagement, and competency in data interpretation: She proposes that the Proteus Effect, a phenomenon where To evaluate interaction experiences, Wong uses data visualization tools to players perform stereotyped behaviours of their avatars, represents conduct a series of tests that measure people’s engagement with data. a promising theoretical background for developing a gamified version of P2P support using CBT: This preliminary research is a part of Wong’s ongoing research in her Master’s program: “[My objective is] to understand if the Proteus Effect can persuade increased helpful contributions “The progress of this research [so far] has been a literature in a gamified P2P CBT platform, if avatars with review along with a touch and mouse version of a visualization stereotypical supportive qualities are used.” tool that is ready to test. The findings from this research will be - Tina Chan from her abstract used to iteratively make appropriate design recommendations, implement, and evaluate future touch visualizations.” - Caroline Wong 18 | UNIVERSITY OF WATERLOO
NEWS > NOVEMBER QUANTUM CATS AT THE ONTARIO SCIENCE CENTRE MONDAY, NOVEMBER 19, 2018 Quantum Cats (2015), a game that allows players to learn and engage with concepts from quantum physics, is currently featured at the Ontario Science Centre exhibit “Quantum: The Exhibition,” an exhibit created by the Institute for Quantum Computing (IQC). Chan’s method involves designing and developing a computer game Quantum Cats was created by a team of researchers from the IQC and the Games Institute. James Wallace and then measuring how study and Victor Cheung are credited for the conceptualization and design, Mike Brown and Jagger Nast are participants interact with their credited for the programming, and Keith McLean is credited for the art. avatars. This project is a part of Chan’s ongoing research: Quantum Cats asks players to rescue kittens by sending cats to their rescue, but the catch is that the cats are affected by different properties from quantum physics: quantum mechanics, superposition, the uncertainty “The developed game is principle, and quantum tunnelling. currently undergoing pilot testing with lab members, “The Quantum Cats are on a mission to rescue the kittens. But we need your help! Using and the study is to run with the weird and spooky laws of quantum mechanics, help the Quantum Cats save the kittens.” participants from November - Quantum Cats team, from “What’s Happened to the World’s Kittens?!” to December 2018.” Through observing and adapting to how the cats behave under different quantum principles, players gain - Tina Chan an understanding of complex quantum principles: from her abstract “Quantum technologies are emerging from research labs faster and faster. From highly secure communications to ultra-sensitive devices to powerful quantum computers, these technologies are going to transform how we live, work and play. We here at The Institute for Quantum Computing (IQC) want to help people become familiar with the science behind these quantum technologies.” - Quantum Cats team, from “The Story Behind Quantum Cats” Visit Quantum Cats at “Quantum: The Exhibition” until January 6, or play Quantum Cats by downloading on Google Play or the App Store. GAMES INSTITUTE | 19
NEWS > NOVEMBER SARAH STANG AT REFIG 2018 LENNART NACKE WEIGHING IN THURSDAY, NOVEMBER 22, 2018 ON VIOLENCE IN VIDEOGAMES Sarah Stang, Essays Editor for First Person from mythology are categorized and classified ON KITCHENER TODAY MONDAY, NOVEMBER 26, 2018 Scholar and PhD student in the Communication in the Monster Manual. and Culture program at York University, delivered The scope of the presentation included a Dr. Lennart Nacke joined reporter Brian a co-presentation with Dr. Aaron Trammel at discussion of D&D, its history, and its connection Bourke from Kitchener Today to weigh in ReFig 2018. to the bestiary. Stang focused specifically on a on the societal value of games. Nacke was Their presentation, entitled “The Misogynist Ludic case study of the abject monstrous feminine – invited to join Bourke because interest in Bestiary: How Women are Made Monstrous in the figure of the Hag: the negative effects of violent videogames Dungeons & Dragons (D&D)” was a condensed is re-emerging in the media following the “The Hag is a particularly troubling publication of a meta-study showing the version of a longer article the two co-authored: example because not only are Hag results of 24 studies looking at heightened “In our article we discuss the Monster monsters at the intersection of sexism physical aggression post-gameplay in youths Manual - the bestiary for D&D - as a text and ageism, the Monster Manual also from 9-19. which draws on the (sexist) conventions describes them as reproducing in a of the Medieval Bestiary which often monstrous way, as sexually dangerous, as Nacke’s work involves studying motivations labelled women monstrous and evil. well as being hideous, grotesque, evil, etc.” in games. Why do people play? What do Gygax was also influenced by Tolkienesque - Sarah Stang they gain by playing? How can designers fantasy and mythology, so many of the better develop gameful systems to actualize The presentation and article are connected to female monsters in the Monster Manual their intent? Stang’s dissertation work which looks at monsters are drawn from mythology, like the as symbolic representations of marginalized Medusa, Sirens, Harpies, Banshees, etc.” Nacke’s research is not specifically focused identities in digital games. Stang’s research employs - Sarah Stang on the effect of violence in video games; textual and visual analysis and the concepts of the rather, he looks at motivational and Stang does visual and textual analysis of monsters in Abject, the Monstrous-Feminine, and the Grotesque. behavioural outcomes from playing games. games, while Trammell’s expertise is in the history Slides from the presentation, “The Misogynist In this conversation, Nacke gave Bourke the of D&D and its material culture and circuits of Ludic Bestiary: How Women are Made Monstrous example of how the game as a medium can distribution. Their article combines these efforts to in Dungeons & Dragons (D&D)” be a powerful educational tool. look at how really horrific female monsters drawn 20 | UNIVERSITY OF WATERLOO
NEWS > NOVEMBER “We learn and comprehend much better in an interactive context […] Games can be much more powerful than traditional [media] so the question becomes how can we design those ELISE VIST AT THE FAN STUDIES NETWORK games so that there is an effect that NORTH AMERICA (FSNNA) CONFERENCE the students can actually learn?” WEDNESDAY, NOVEMBER 28, 2019 - Lennart Nacke, Elise Vist presented a paper at the Fan Studies In this presentation, Vist shared her findings on Kitchener Today Network North America (FSNNA) 2018 Conference on how these intimate publics help reconcile at DePaul University in Chicago, October 25-27, the tension that queer fans have about being Nacke also reminded listeners that the evidence 2018. Vist is an English PhD candidate studying fans, a fan of a sport with a culture that is can be misleading if we don’t understand how immersion, and queerness at the Games Institute, as unwelcoming to queer identities. However, she the researchers quantified violence: well as the producer for First Person Podcast. also acknowledged that Hockey RPF doesn’t solve all of the problems of public fandoms: “... we have to be careful about what we Vist’s paper, entitled “Hockey RPF and Intimate classify as a violent video game. In the Fandoms of Hockey”, examined real person fanfiction “P.K. Subban is one of the very few black men study, sometimes they look at challenge, (RPF) of players in the NHL. She argued that in the NHL, […] the racism that hounds Subban and competitive play in aggression ... mainstream Hockey fandoms aren’t inclusive or in reality is not absent, even in an intimate so we have to think about how they accessible to many queer and POC fans. Instead, fandom that celebrates queerness through measure aggression.” queer fans of hockey are drawn to Hockey RPF, of Hockey RPF, because not every intimate fandom which there are several intimate publics of fandom. of hockey prioritizes blackness in the same way How do these studies conceptualize and measure it prioritizes queerness.” violence in videogames? How do they measure Intimate publics are small, relational groups of instances of aggression following gameplay – people who identify with one another in a fandom Hockey RPF and intimate publics of fandom are they using self-reports or physical acts? to the extent that they disidentify with the norm are parts of Vist’s ongoing research for her of the public fandoms: PhD. She also maintains a blog where she writes Nacke challenges us to consider the positive about specific findings from her research, such experiences that come from playing videogames. “In my intimate fandom of hockey, I can’t as the term “bromance” and the homosexual Aggression, conflict, and competition are simply identify with hockey players, because paradox of the sport. common human experiences: to take them on as objects of identification would be to let go of the identities that “You have to think about healthy ways make me, me: queer, anti-racist, anti- of expressing violence and aggressive capitalist, feminist. The alternative, though, emotions. It helps [young players] reflect can’t be to avoid hockey or its athletes on what they’re currently experiencing. altogether, because – however hypocritical There’s a lot of positive power.” it is – I like hockey.” - Elise Vist GAMES INSTITUTE | 21
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NEWS DECEMBER GAMES INSTITUTE | 23
NEWS > DECEMBER MARK HANCOCK RECEIVES THE 10-YEAR LENNART NACKE ON THE “KEEPING IMPACT AWARD AT ISS THE HUMAN IN ARTIFICIAL TUESDAY, DECEMBER 4, 2018 INTELLIGENCE” PANEL WEDNESDAY, DECEMBER 12, 2018 Mark Hancock, Associate Director of the Games Institute and Director of the UW Touchlab, was honoured with the 10-Year Impact Award on Lennart Nacke, faculty member of the Games Tuesday, Nov. 27 at the ACM International Conference on Interactive Institute and director of the HCI Games Group, Surfaces and Spaces (ISS) in Tokyo. spoke on a panel, entitled “Keeping the Human in Artificial Intelligence”, on December 3 at the Every year, the ISS steering committee selects a paper to receive the 10-Year Kitchener Public Library. Impact Award based on the how it has impacted the ISS community. They consider the number of times the work was cited, how those citations The other panelists were Carla Fehr, professor benefited future work, and how and if the work was cited by researchers of philosophy and Wolfe Chair in Scientific and from other disciplines. Technological Literacy, and Joel Bilt, economics professor. The event asked the panelists to share Hancock and his co-authors, Thomas ten Cate and Sheelagh Carpendale, their ideas about how Artificial Intelligence (AI) received the 10-Year Impact Award for their paper “Sticky tools: Full 6DOF can, or will, impact society and the human condition force-based interaction for multi-touch tables” because of its significance to through the lens of their disciplinary backgrounds. the field. Nacke’s Human-Computer Interaction work looks Also at ISS, Stacey Scott, Associate Professor of HCI at the University of at player behaviour and motivation in response Guelph and a founding member of the Games Institute, was awarded an to gameful systems. During the panel he discussed honourable mention for her work on “Post-meeting curation of whiteboard the implications of the relationship between user content captured with mobile devices” with Danniel Varona-Marin, Jan A. engagement and AI and argued that gamification Oberholzer, and Edward Tse. This work was based on a Mitacs-SSHRC joint can help support the user-AI relationship. initiative internship through the IMMERSe SSHRC Partnership Network, managed by the GI. Waterloo stories covered the event and published an article on the University of Waterloo home page. 24 | UNIVERSITY OF WATERLOO
NEWS > DECEMBER EMMA VOSSEN AT REFIG 2018 WEDNESDAY, DECEMBER 19, 2018 Emma Vossen, alum of the Games Institute and former Editor in Chief of First Person Scholar, ran the Refiguring Innovation in Games (ReFiG) conference in Vancouver on October 25, 26, and 27, 2018. Vossen also presented a talk about teaching games related classes. Vossen is presently a Postdoctoral Research Fellow at York University where she helps to run the ReFiG network and all its associated projects. ReFiG aims to promote diversity and equity in the games industry and culture by intervening in games culture, the games industry, informal learning environments, and formal education. GAMES INSTITUTE | 25
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SPOTLIGHTS GAMES INSTITUTE | 27
SPOTLIGHTS GI MEMBERS ORGANIZING “GAMING WITH THE SUBALTERN”: WORKSHOP AT CHI PLAY 2018 VR WORKING GROUP PREDICTING MOTION SICKNESS IN VR THURSDAY, OCTOBER 4, 2018 MONDAY, OCTOBER 1, 2018 GAMING WITH THE SUBALTERN: Last week, neurophysiologists and VR researchers “We found that the sway in response to vection A WORKSHOP ON DIVERSITY AND at the University of Waterloo started making stimuli had the strongest predictive power for INCLUSION IN GAMES headlines because of their findings on how to [cybersickness] among all measures collected.” predict which VR users might be more susceptible Cayley MacArthur, Systems Design PhD Media outlets have been excited about these findings to cybersickness. student, and Mark Hancock, Associate because of the broad implications for VR research. Director of the Games Institute, are co- Séamas Weech, Jessy Varghese, and Michael For one, this predictive model means researchers now organizing a workshop in collaboration Barnett-Cowan, members of the VR working have a way of predicting motion sickness without with six other international scholars. group at the Games Institute, co-authored inducing nausea in participants. The workshop, entitled “Gaming with a paper entitled “Estimating the sensorimotor Weech, Varghese and Barnett-Cowan speculate the subaltern: A workshop on diversity components of cybersickness” published in that the more we understand about this correlation and inclusion in games,” is scheduled for the Journal of Neurophysiology. between sensitivity to vection stimuli and cybersickness, CHI Play 2018 in Melbourne, Australia. Their results caught the attention of many, the more researchers will be able to develop strategies many news outlets who were picking the story for overcoming VR motion sickness. Despite the fact that games are played by up and claiming that UW researchers are on the a highly diverse group of people, game cusp of curing cybersickness ... What exactly did NEED MORE CONVINCING? development teams are comprised of 70% + Weech, Varghese and Barnett-Cowan measured balance white men. We have known this for a while, Weech, Varghese, and Barnett-Cowan publish? control, vection responses, and vestibular sensitivity - but the problem persists because there is Their paper presents the findings that participant in other words, they measured how well participants little diversity among the groups of people sway patterns during vection stimuli, the sensation maintained balance, how their bodies moved in who are attempting to implement change. of body movement produced by visual motion response to visual stimulation, and how prone they cues, is a strong predictor for VR motion sickness. were to dizziness. In the article they discuss how sway How can we make gaming research, responses aren’t the only neurophysiological processes development, and play more diverse Their study involved conducting tests to affecting cybersickness. if the people in conversations about measure individual differences in specific solutions don’t have lived experiences neurophysiological ltraits, and then measuring of the problems? participants’ experiences of VR motion sickness. WORKS CITED In the article, Weech says: Weech, S., Varghese, J. S., & Barnett-Cowan, M. (2018) This workshop is designed and structured Journal of Neurophysiology. https://www.physiology. to disrupt the patterns of non- and org/doi/abs/10.1152/jn.00477.2018 misrepresentation in order to stimulate 28 | UNIVERSITY OF WATERLOO
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