Digital Games: Motivation, Engagement and Informal Learning Jo Iacovides Hardcore gamer New interfaces and audiences Informal learning and games • Gee (2004, 2007) – Progressively challenge and reward you – Participation in semiotic domains and affinity groups/spaces – Through identity change • Need for further empirical evidence – Into what people do with games and the thinking involved when playing them (Squire, 2008; Oliver & Carr, 2009) Typology of informal learning Vavoula et al., (2005) Engagement and motivation • Calleja (2007) – Micro involvement: engagement during game-play – Macro involvement: motivation and the activities which occur around play • Consalvo (2007) – Gaming capital as a type of cultural capital (Bourdieu, 1984) – Being good at and knowledgeable about games – Paratexts e.g. reviews, websites, guides My research • Lack of research looking at how engagement, motivation and learning come together in practice (Iacovides et al, 2011) • Main question: How do motivation, engagement and informal learning relate to each other within the context of gaming? Research conducted • Phase 1: Conceptual analysis and email interview study – Reconceptualisation of motivation and engagement as forms of micro and macro involvement – 30 interviews with a range of different game players – 10 female, 20 male; age 22-58 • Thematic analysis • Creation of informal learning categories Research conducted • Phase 2: Case studies – Eight cases – Multiple methods: observation, post-play cued interview and diaries – 4 female, five male; age 23-59 • Micro level analysis: breakdowns and breakthroughs (e.g. Sharples 2009) • Macro level analysis: applying themes and learning categories Lab setup Research conducted • Phase 3: Questionnaire – – – – – Designed on the basis of previous studies Mix of Likert scales and open-ended questions 232 participants: 54% male, 46% female 30% 18-25yrs, 42% 26-35yrs, 28% 36+yrs 13% not gamers, 22% casual, 51% moderate, 14% hardcore • Quantitative: responses analysed with respect to player type • Qualitative: refining themes and categories How people learn What people learn 1. Through play 1. On a game level • • Single-player Multi-player 2. Through interacting with others 3. Through external resources and activities • Via game paratexts • Via tangential sources • • • • • Controls/interface Content Strategies Behaviour of others Games in general 2. On a skill level • • • • • Psycho-motor Cognitive Social Numeracy and literacy Technical 3. On a personal level • • • • General knowledge Emotional development Cultural development Career influence Learning through play • “I think it improves skills though, whether it be abstract thinking, hand-eye coordination, teamwork, etc.” Adam (M, 23) • “So, from a gaming perspective, Sonic Adventure taught me that I should believe in myself and in my dreams, and always keep on trying” Katy (F, 22) • “I learn about other cultures. How other people view the world and tackle it. About different parts of the world” Casual gamer (M, 26-35) Learning through others • “Colleagues about Farmville, what they for their farms, new features and how they worked” Linda (F, 59) • “When me and my friends talk about Left 4 Dead 2, we often discuss tactics or new methods of doing things, like someone will have read up on the net about a new way to 'pounce on a survivor' and then send a youtube link of how to do it. So we share stuff like that” Hugh (M, 24) Learning through external resources • “Check out reviews and what friends say for a game I should look at” John (M, 43) • “And architecture and design - you can learn a lot about that from the Sims. Its gotten to the point now where I read about house plans and what defines certain styles in order to recreate them in the Sims” Moderate gamer, (M, 18-25) • “I've also learned how to express my thoughts better, via podcasting and blogging about my gaming experiences” Moderate gamer (F, 26-35) Gaming Involvement and Informal Learning framework Gaming Involvement and Informal Learning framework Player identity “Its great to have a conversation and link in game related jokes that only you and your gamer pals know and just chuckling amongst yourselves and seeing who laughs at your joke outside your friend group. Because once that happens you know why they’re laughing, they’re laughing with you because they are a gamer as well” Kareem (M, 22) Conclusions • The more strongly someone identifies as a gamer the more likely they are to engage in micro and macro-level practices and to learn from their involvement • Education and game-based learning – Learning in relation to gameplay and wider gaming involvement (online and offline) engagement – Paratextual and tangential sources – How does someone identify as a player? Conclusions • Informal learning and intentionality – Awareness – Value of learning • Assessing learning – Lots of evidence for game level learning but how can you assess learning on a skill and personal level? – Do more dedicated players learn more (or just think they do, in retrospect)? Thank you! Email: i.iacovides@ucl.ac.uk Blog: http://joiacovides.blogspot.com/