A grounded theory of emergent benefit in pervasive game experiences

The phenomenon of pervasive games is a relatively new and unexplored area of games research. These are games that, unlike card, computer, or board games, incorporate elements from outside the perceived boundaries of play, in order to blur the line between reality and fiction and make the game feel m...

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Main Author: Dansey, Neil
Other Authors: Eglin, Roger ; Stevens, Brett ; Pinchbeck, Daniel Mcguire
Published: University of Portsmouth 2013
Subjects:
Online Access:http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.577128
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spelling ndltd-bl.uk-oai-ethos.bl.uk-5771282018-04-04T03:23:21ZA grounded theory of emergent benefit in pervasive game experiencesDansey, NeilEglin, Roger ; Stevens, Brett ; Pinchbeck, Daniel Mcguire2013The phenomenon of pervasive games is a relatively new and unexplored area of games research. These are games that, unlike card, computer, or board games, incorporate elements from outside the perceived boundaries of play, in order to blur the line between reality and fiction and make the game feel more ‘real’. This thesis investigates the player experience of pervasive games, using a novel approach that is informed by the methodology of Glaserian Grounded Theory (Glaser 1978; 1998) in order to clarify understanding and explore issues that players of pervasive games would be likely to encounter. Following a discussion of various themes such as player interpretation, creative play, ambiguity in games and the ‘magic circle of play’, and guided by the preparatory work of the researcher, SF0 (www.sf0.org) is identified as a particularly suitable example of a pervasive game to use for an in-depth study. 24 players of SF0 are interviewed about the gameplay process, and their responses are analysed using the methods implied by Grounded Theory. A theory evolves regarding their experiences, namely that SF0 is providing the means and motive to take part in everyday activities that they somehow could not, or might not, have done before. In particular, SF0 is helping players to be artistic, outgoing and wise. Informed by the methodology, no formal literature review is conducted prior to the main study, therefore the literature is mainly consulted after theory generation in order to more widely situate the results in the context of games literature. Real-world benefit, such as that promoted by ‘serious games’, appears to be emerging from the gameplay in SF0, despite SF0 not appearing to be marketed as a serious game. This unexpected outcome is discussed in terms of implicit rules (Salen & Zimmerman, 2004), player satisfaction, knowledge transfer, and emergence (Johnson, 2001). It is suggested that one explanation for this outcome is the positive attitude SF0 holds towards contradictions in implicit rules which occur from player-to-player. It is recommended that the future study of emergent benefit in games should not be limited to the games overtly labelled as serious games.519.3Creative TechnologiesUniversity of Portsmouthhttp://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.577128https://researchportal.port.ac.uk/portal/en/theses/a-grounded-theory-of-emergent-benefit-in-pervasive-game-experiences(8dbbf795-4917-4a7a-9c12-0d0ce7ac57e7).htmlElectronic Thesis or Dissertation
collection NDLTD
sources NDLTD
topic 519.3
Creative Technologies
spellingShingle 519.3
Creative Technologies
Dansey, Neil
A grounded theory of emergent benefit in pervasive game experiences
description The phenomenon of pervasive games is a relatively new and unexplored area of games research. These are games that, unlike card, computer, or board games, incorporate elements from outside the perceived boundaries of play, in order to blur the line between reality and fiction and make the game feel more ‘real’. This thesis investigates the player experience of pervasive games, using a novel approach that is informed by the methodology of Glaserian Grounded Theory (Glaser 1978; 1998) in order to clarify understanding and explore issues that players of pervasive games would be likely to encounter. Following a discussion of various themes such as player interpretation, creative play, ambiguity in games and the ‘magic circle of play’, and guided by the preparatory work of the researcher, SF0 (www.sf0.org) is identified as a particularly suitable example of a pervasive game to use for an in-depth study. 24 players of SF0 are interviewed about the gameplay process, and their responses are analysed using the methods implied by Grounded Theory. A theory evolves regarding their experiences, namely that SF0 is providing the means and motive to take part in everyday activities that they somehow could not, or might not, have done before. In particular, SF0 is helping players to be artistic, outgoing and wise. Informed by the methodology, no formal literature review is conducted prior to the main study, therefore the literature is mainly consulted after theory generation in order to more widely situate the results in the context of games literature. Real-world benefit, such as that promoted by ‘serious games’, appears to be emerging from the gameplay in SF0, despite SF0 not appearing to be marketed as a serious game. This unexpected outcome is discussed in terms of implicit rules (Salen & Zimmerman, 2004), player satisfaction, knowledge transfer, and emergence (Johnson, 2001). It is suggested that one explanation for this outcome is the positive attitude SF0 holds towards contradictions in implicit rules which occur from player-to-player. It is recommended that the future study of emergent benefit in games should not be limited to the games overtly labelled as serious games.
author2 Eglin, Roger ; Stevens, Brett ; Pinchbeck, Daniel Mcguire
author_facet Eglin, Roger ; Stevens, Brett ; Pinchbeck, Daniel Mcguire
Dansey, Neil
author Dansey, Neil
author_sort Dansey, Neil
title A grounded theory of emergent benefit in pervasive game experiences
title_short A grounded theory of emergent benefit in pervasive game experiences
title_full A grounded theory of emergent benefit in pervasive game experiences
title_fullStr A grounded theory of emergent benefit in pervasive game experiences
title_full_unstemmed A grounded theory of emergent benefit in pervasive game experiences
title_sort grounded theory of emergent benefit in pervasive game experiences
publisher University of Portsmouth
publishDate 2013
url http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.577128
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