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Showing posts with label Industry Research. Show all posts
Showing posts with label Industry Research. Show all posts

Tuesday, July 3, 2018

Holograms: Breathing Effect

Been awhile, I've been busy with a new job for the last 9 months. We are currently working on a product that utilizes Unity, the Hololens, and augmented reality. While there are a lot of pieces to this project, there was one "problem space" we stumbled across that I believe is worth sharing with the community. I will state that since this project is still a work in progress and propitiatory, I am not able to show images of the actual results we are using.

The Problem Space: How do we affect the physical world through holograms?

The Process: When we first approached this issue, we did extensive research online. We read technical docs for the Hololens, reached out to online communities, and spoke to others in the industry. Everyone told us it was impossible to have a hologram affect the real world. For this project, I wanted an effect that makes movement under the skin, like lungs expanding and contracting. The roadblocks here were that we couldn't use animated models, but rather needed an effect that would always cause this distortion. This would allow to scan ANY person with the Hololens and cause distortion, based off markers.

I started off with two capsules, basic shapes to represent the lungs. Since we need this effect to actually impact the world behind it I established the primary functions that the effect would have to have. First, it would need to be able to expand and contract, mimicking actual lung movement. Second, these would need to be public variables that could be altered based on incoming data. Third, there needed to be some sort of texture to the effect that will add to the overall distortion.

I broke this up into two main functions, movement and distortion. For the expanding and contracting effect I decided to make a script I could attach to my capsules. Now I have mainly an art background, so don't be intimidated by any code I implemented; its fairly simplistic. Essentially, this script has three public variables that allow you to control its grow size, rate of growth, and pause time (lungs have a slight pause in between expanding and contracting so this was necessary).

































That's it. That simple script gives you these variables in the inspector and they can be fine-tuned for specific purposes. Max Size lets you put in a positive or negative value. Be warned though, this assumes the scale of the object is 1,1,1. So any scaling should be done prior to Unity. Grow Factor is the speed at which the object will grow. Last, Wait Time indicates a delay before the object shrinks back to its original size. This can be set to 0 if not needed, depending on the function.


After applying this script I determined it worked quite well. I could have two separate lungs (left and right) and apply different variables so one behaves "normal" while the other indicates a tension pneumothorax. It allows for a multitude of different behaviors depending on how you play with the settings. This handles the movement function of the effect, but we still need to tackle distortion.

In order to heavily distort things viewed through the effect, I created a custom shader. As shaders go, its nothing terribly complicated.




This shader works by grabbing a snapshot of the textures behind it and then running a distortion function on them, supplied by the user. So the output for this shader allows for two maps, an RGB Tint Color and a Normal Map. These maps will add to the distortion of things behind them.


You can plug in the desired maps for the normal and tint desired. There is also a public function slider that lets you control the impact of the distortion. This shader worked great in combination with the movement script already attached. It distorted the objects behind it, and the expanding and contracting of the effect lead to the appearance of expanding and contracting on other objects. I was able to successfully test in Unity and in VR on the HTC Vive. However, the real challenge was about to begin: how do I transfer this to a system that will affect the real world around it? 

The short answer is, it isn't possible. There are a few exceptions. You could mount a forward facing camera on the Vive, and then overlay the holograms on that captured environment. This will however cause a good deal of lag, so we didn't consider it as an option. So we were left with coming up with a way of making it appear to affect the environment. At this point, I got sucked down a rabbit-hole. I turned to one of our developers (a not-artist, if you will) and we were able to work together, by combining the functions I had with one of his own creation. He supplied a shader that would hide all objects rendered behind it. This way the affect wont be seen on other objects in the scene. Here is that shader. 



Next, we flattened the capsules from the effect so they wouldn't collide with anything else around them. Then I placed an object behind the effect that has a transparent shader. So that object isn't visible in AR, but exists and thus allows for the effect to be seen. By placing this object behind the effect, it was clearly visible in AR. Here is the same effect applied to a different asset. You can see the distortion happening inside the highlighted area. This will also expand and contract when played.



So ultimately, we found a cheat that allowed us to push forward and have a successful effect that distorts things in the real world. It was a huge challenge, took several weeks of work, but ultimately it was very rewarding to get it working. Again, I apologize I can't currently show images, but after the product has shipped I can come back and add those in.


Sunday, August 20, 2017

UI/UX Design: A Reworking of Subnautica's Interface

Overview

Subnautica is an open-world survival game currently available through early-access on steam (as of the time of this publication). I love the immersive atmosphere of the game and the stunningly beautiful geography. This game is full of creative innovations and I have enjoyed it thus far with only one exception: the user interface. So I decided to do a critical analysis of the design and usability principles being used in the Subnautica UI to evaluate if changes could be made to improve the player's immersion.

Identifying Issues

To accomplish this, I used Universal Principles of Design, by William Lidwell, Kritina Holden, and Jill Butler. I started off by just playing the game and jotting down notes of thing I noticed. Then I consulted the design principles to identify and understand any issues in the user interface. This collection of principles helped me identify 5 key elements that were lacking: Uniform Connectedness, Comparison, Immersion, Mental Model, and Propositional Density. Here are how they are defined in Universal Principles of Design. 

Uniform Connectedness: Elements that are connected by uniform or visual properties, such as color, are perceived as being more related than elements that are not connected.
Comparison: A method of illustrating relationships between patterns in system behavoirs.
Immersion: A state of mental focus to intense that awareness of the real world is lost.
Mental Model: People understand and interact with systems and environments based on mental representations developed from experience.
Propositional Density: The relationship between the elements of a design and the meaning they convey.

These principles of design mostly focus on the relationship between the player and the user interface. They are all related to each other and will help make a seamless interface.

Here is the current user interface, in-game. 


As you can see, the game is full of these really immersive environments, but the UI pulls you out of that. Changing between tools means looking at icons just floating over the first-person perspective. The stat overlays (oxygen, health, nutrition, and dehydration) look odd as well. The color and theme are not coherent or constant between elements. So it will obviously be important to tie these elements together, bringing uniformity and immersiveness to the player. 

Prototyping Solutions

One system already used in the game is the PDA, an in-game interface that allows players to conduct various tasks. The important thing about the PDA is that it's digetic, allowing us to maintain immersion without losing functionality. Its something I kept in mind while examining solutions. I started by scrapping the entire UI. The tool selection, stats, and depth were all removed so I could start from scratch. I then started reworking the stat overlays.

First, I started workshopping different ideas for to to relay this information without using icons. To really help sell the immersion of this information, I decided it should all be incorporated into the gameplay itself. After doing some research on what real symptoms would arise from dehydration and starvation, I had a strong foundation. This foundation, of stats being relayed through physical changes, also served to tie all the elements together. 

Immersive Stat Overlays

Stat                                                                                                               Suggested Interaction
Health                                                     Blood on inside of visor, flooding more as damage is taken
Oxygen                                                                                                           Bubble Gauge Indicator
Dehydration                                                                                                  Blur/dizziness to emulate
Nutrition                                                                                                    Hands shake/hypoglycemic

Initially, I thought it would be interesting if the tools were being projected through Augmented Reality on the PC's hand.


This seems to be more intuitive to the VR version of the game, but I wasn't sure it would translate smoothly. While hotkeys 1-5 are still used, the icons are moved off the floating UI and instead projected on the character's hand.

Eventually, I decided to get rid of the icons and go with a holographic projection, since this is a sci-fi game, but I think either one works.



Changes took several iterations to find a system that congruently presented itself as immersive to the game world. Finally, I landed on these changes.

New Interface


Since dehydration and starvation are now conveyed through visual feedback systems, there is no need for them in the UI. Since starvation will be shown through shaking hands, there is no real way to show this through a screenshot. Here is another look at the UI however, with dizzyness and blurriness being shown to indicate dehydration.


And one last show showing what a high damage scenario looks like.


Alternatively, I was informed that blood appears green underwater, due to the nature of the water absorbing the color red. Here is an alternative blood color to help weave together more immersiveness. It also makes the game more "alien" in nature, which fits with its genre.


Conclusion

So in conclusion, I think I was able to identify a few areas of the user interface that really benefited from immersive changes. Through design principles, I was able to create a user interface that is (hopefully) more intutitive and easy for the player to use, without losing functionality or immersion in the game world. Here is a final side-by-side comparision of the UI, mine and the original.



Wednesday, November 2, 2016

Mastery Journal Research Topic: Impact of Flow State on Monetization Design


            Several months of research, brainstorming, compiling, and editing have helped to present a finalized topic for my mastery thesis project. My thesis dwells in an established convergence of both Design and Monetization fields of video game development ("GDC 2017", 2016). With the rapid evolution seen over the past several years in the way games generate money, pugnacious realities can wreak havoc on a game for simply not utilizing the correct monetization structure (Rose, 2016). While monetization is one of the most vital aspects of game design, it is often the most overlooked in the industry today and not considered by many game designers (Rose, 2016). My thesis will aim to show the importance of monetization as a part of any game’s foundational design.

(via http://cdn.quotationof.com/images/mihaly-csikszentmihalyis-quotes-7.jpg)
          Flow, a mental state that elicits enjoyment accompanied by a precise and powerful focus, is the primary objective of all games and thus the most powerful apparatus in a designer’s toolbox (Chen, 2006). Since flow is an established element of the core purpose of a game’s design, it is logical to identify a relationship with monetization design. My thesis, in addition to providing data to support the importance of flow and monetization in design, will show how the two can work together in a mutually beneficial way. Being able to understand how these two aspects interact will give designers a way to reap the full potential of their creation. My proposal will show a how each monetization structure should be implemented with the flow aspects of game design. And since the video game industry generates over 16 billion dollars a year, there is limitless potential.




            While there are yet to be any major, established research in this specific area, there are several influential voices that handle these topics individually. Monetization, specifically in the mobile and social marketplaces, has been covered in-depth by Tim Fields of Kabam (Fields & Cotton, 2012). Other industry leaders such as Kate Flack, Ethan Levy, and Martin Koppel have also shared valuable information in regards to the impact of monetization on video games (Rose, 2016). Flow state in games has also been explored extensively by several industry voices. Mihaly Csikszentmihalyi, who first discovered Flow as a construct in the 1980’s and 1990’s, has spoken at length about the components of flow in games (Chen, 2006). Jenova Chen is also a notable voice who has explored flow in video game design, making large leaps forward in integrating the two together (Chen, 2006). I will use these voices and many more as I continue to build upon my thesis in the coming months.

_________________________________________________________________________________


References
Chen, J. (2006). Welcome to Flow in GamesJenovachen.com. Retrieved 30 October 2016, from http://jenovachen.com/flowingames/introduction.htm
Fields, T. & Cotton, B. (2012). Virtual GoodsGamasutra.com. Retrieved 31 October 2016, from http://www.gamasutra.com/view/feature/135067/virtual_goods__an_excerpt_from_.php
GDC 2017. (2016). Gdconf.com. Retrieved 28 October 2016, from http://www.gdconf.com/conference/

Rose, M. (2016). Understanding the realities of video game monetizationGamasutra.com. Retrieved 30 October 2016, from http://www.gamasutra.com/view/news/205412/Understanding_the_realities_of_video_game_monetization.php

Wednesday, October 19, 2016

Flow State in Video Games

Mastery Journal Article Analysis: Flow State
Identification of Topic
     For my Mastery Program research assignment, I have chosen to investigate the area of game design. There are many facets to game design that present themselves as possible areas of research, but this paper will investigate flow state. Specifically, it aims to build upon the major influences of flow state: Seung-A Annie Jin, Marin Klasen, Rene Weber, and Mihaly Csikszentmihalyi.


Tuesday, October 4, 2016

Immersion in Video Games

Immersion in Video Games (Topic #4) 

Being able to completely immerse a player into a game requires several different factors involved in the game design process. The narrative of the game can influence immersion. It can also be influenced by the physical hardware the player uses. Being able to immerse players seamlessly in a video game has been a constant goalpost in the video game industry.

a. Immersed in virtual worlds and minds: Effects of in-game storytelling on immersion, need satisfaction, and affective theory of mind

i. I learned that storytelling within the game can create a more immersive experience for the player. Need satisfaction, the intrinsic sense of accomplishment when aspirations are fulfilled, also becomes positively affected. This ultimately leads to players being able to take on the roles, beliefs, and convictions of others (theory of mind). This strongly indicates a causation between immersion, needs satisfaction, and theory of mind being accomplished.

ii. As a game designer, understanding the impact of your work is very important. By understanding the causal relationships listed above, a game designer can recognize the potential effect his creation might have on an audience. Additionally, a designer could share unique experiences with others who would be able to truly relate, thanks to an unbridled immersion level.

iii. Understanding immersion can help me with my project this month, coordinating a Game Expo. Understanding what types of environments and factors result in higher levels of immersion and entertainment will allow me to facilitate a conducive environment for the expo. I will further research how I can make the expo environment more appealing and immersive to players coming to attend.

b. Video Games, Immersion, and Cognitive Aggression: Does the Controller Matter?

i. This article gave a good amount of information on the impact the seemingly inconsequential factors can have. In this case, something as simple as the controller a player uses can have a positive impact on the player’s sense of immersion and their cognitive (or planned) aggression. In this scenario, players felt more immersed in a boxing game while using a controller that mimicked a boxing glove. Due to the realism, they were also more prone to “aggressive” behavior. In this case, boxing.

ii. Understanding how the hardware used can affect a player’s experience is vital in the gaming field. This industry is constantly evolving and changing, with new consoles and controllers being developed all the time. As a designer, it is important to take into consideration all of the potential factors that might be affected by external aspects of gameplay, such as a controller.

iii. This article does not directly relate to my project this month.



Topic #4 References

Bormann, D. & Greitemeyer, T. (2015). Immersed in Virtual Worlds and Minds: Effects of In-            Game Storytelling on Immersion, Need Satisfaction, and Affective Theory of Mind. Social            Psychological And Personality Science, 6(6), 646-652.                                                                            http://dx.doi.org/10.1177/1948550615578177

McGloin, R., Farrar, K., & Krcmar, M. (2013). Video Games, Immersion, and Cognitive                        Aggression: Does the Controller Matter?. Media Psychology, 16(1), 65-87.                                        http://dx.doi.org/10.1080/15213269.2012.752428

Monday, October 3, 2016

Video Games and Choice Culture

Video Games and Choice Culture (Topic #3)

As culture is influenced by the “post-modern condition” the need for choice becomes more and more prevalent (Wilkinson & Clark, 2014). Rigid rules and predictability are mundane and often not tolerated by today’s youth. Video games offer a truly unique and exceptional experience compared to its heavily scripted counterparts in the media realm. Video games are reliant on choice, so I wanted to explore the correlation between choice theory and video games.

a. DIGITAL CHOICES AND FULFILLMENT OF CHOICE THEORY'S FOUR BASIC PSYCHOLOGICAL NEEDS

i. In this article I learned about the four basic psychological needs (love, power, freedom, and fun) and how video game players were able to achieve at least one of these needs through the choices presented in gameplay (Alexander, Rainey, & Page, 2016). This shows that, through choice theory, we can allow audience members to potentially meet all four of their basic psychological needs.

ii. I can easily see how this information should be applied to the video game industry. Being able to meet the needs of a player’s psychological needs should be a top priority of any game designer. Understanding that meeting these needs will lead to other benefits such as increased immersion and character identification will have an untold positive influence on the audience’s experience.

iii. During the Game Expo project this month, I will implement by knowledge of choices and psychological need fulfillment to provide the best possible experience for those involved possible.

b PAY NO ATTENTION TO THE MAN BEHIND THE CURTAIN: THE REJECTION OF ARTIFICE AND THE CULTURE OF CHOICE

i. This article did well to instruct me much on American society has shifted towards utilizing less-rigid, more ambiguous systems. More choices are available in nearly every corner of our daily experiences, and stagnation isn’t accepted by younger generations anymore. This allows video games, and other “user-controlled” forms of media, to give players a form of choice control needed by their culture.

ii. Understanding how the culture and its demands has shifted is important to anyone working within the video game industry. Being able to adapt to the needs of the consumer, in this case a multitude of assortments to pick from, will give one an advantage in the field. Additionally, I would strive to further explore the choice culture and how it relates to the decisions available to us throughout the overarching narrative of a game.

iii. Part of my project this month, coordinating the Game Expo, will potentially require me to deal with feedback. I will apply my knowledge of the choice culture to better understand the needs of the players.


                                                               

Topic #3 References

Alexander, J., Rainey, S., & Page, B. (2016). DIGITAL CHOICES AND FULFILLMENT OF         CHOICE THEORY'S FOUR BASIC PSYCHOLOGICAL NEEDS. International Journal Of             Choice Theory & Reality Therapy, XXXV(2), 25-35. Retrieved from                                                   http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?                           direct=true&db=a9h&AN=115876649&site=ehost-live

Wilkinson, M. & Clark, P. (2014). PAY NO ATTENTION TO THE MAN BEHIND THE                   CURTAIN: THE REJECTION OF ARTIFICE AND THE CULTURE OF CHOICE. ASBBSEjournal, 10(1), 132-141. Retrieved from                                                                     http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?                                                               direct=true&db=bth&AN=102984642&site=ehost-live

Using Virtual Reality to Treat Veterans with Post-Traumatic Stress Disorder

Using Virtual Reality to Treat Veterans with Post-Traumatic Stress Disorder (Topic #2)

As virtual reality comes into mainstream culture, there are more and more avenues being explored for practical applications of virtual reality (VR). One such use that has begun to be explored by those in the video game industry is utilizing VR to treat military veterans who suffer from PTSD. While rudimentary applications have been implemented before, none have aimed to be as immersive as the Department of Defense’s Virtual Iraq (Halpern, 2008). PTSD is widespread amongst military veterans and can affect one’s ability to interact with others in a social setting, work setting, or other important areas that require optimal functioning (Derby, 2016). As a veteran myself, I think PTSD is a terrible affliction and we should explore every possible solution: including virtual reality.

a. Virtual Iraq: Using simulation to treat a new generation of traumatized veterans

i. This report in The New Yorker, written by Sue Halpern, taught me a great deal about some of the current applications being used to treat PTSD, along with a program called Virtual Iraq. Virtual Iraq is a form of exposure therapy that a patient, accompanied by a trained psychiatrist, can partake in to help overcome traumatic incidents. A generation of kids that grew up on video games are now coming back from service with a low quality of life. Why not try using those games to help them?

ii. This topic represents a wealth of information I can apply directly to the video game industry. While games are fun, and we all love them, I think it is vital that we remember other beneficial outcomes of advanced technology and game design. Using the methods and technology available can expand outside of making games just for fun, and rather making games to help people.

iii. While the information gleaned in this report was insightful, there is no obvious application of the techniques learned to my Month 3 project (coordinated a Game Expo). I will keep the information in mind as I remember to keep an open mind and always consider new possibilities.

b. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused

i. I learned quite a bit from this report, in particular, the video game applications employed by the U.S. military, such as America's Army and Virtual Iraq.

ii.There were several controversial video game applications developed by the military that have been called into question, especially games aimed at recruiting teenagers (Derby, 2016). Derby goes on to allude that these very violent games are a contributing factor to PTSD itself, amongst veterans. While a possible contributor to the many-faceted issue of PTSD, the military is a definite solution with tools like Virtual Iraq being implemented. Derby even posits that Virtual Iraq could be used to detect soldiers who might suffer from PTSD before they deploy. I found this information very intriguing and I would apply it to my career by investigating it further. The possibility to help others through the technology and methodology of game design is very exciting!

iii.None of the information in this article contributes to my project this month.

                                                           


Topic #2 References

Derby, J. (2016). Virtual realities: The use of violent video games in U.S. military recruitment          and treatment of mental disability caused by war. DSQ, 36(1).                                                              http://dx.doi.org/10.18061/dsq.v36i1.4704

Halpern, S. (2008). Virtual Iraq: Using simulation to treat a new generation of traumatized              veterans. The New Yorker, (MAY 19, 2008), 1-13. Retrieved from                                                        http://www.newyorker.com/magazine/2008/05/19/virtual-iraq

Flow Theory in Video Games

In the week of August 28th, 2016, in Project and Team Management class, I was prompted to find four topics to research in the video game industry. After picking 4 subjects that I was passionate about, I found two peer-reviewed, scholarly resources for each one. Below I will list the areas I have chosen to investigate, the scholarly resources used, how I would apply the information once in the industry, and how the data can be utilized in my Month 3 project.


Flow Theory in Video Games (Topic #1) 

Flow Theory was first thought up and named by Mihaly Csikszentmihayi’s in 1975 (Snyder & Lopez, 2009). So when you’re in a state of flow, you are intrinsically motivated by the activity for its own sake, according to Csikszentmihayi’s work in the field. In this state, you will perform at your ABSOLUTE BEST and become engrossed in the activity and be flooded with positive emotions (Snyder & Lopez, 2009). Klasen, Weber, Kircher, Mathiak, & Mathiak state that there is a general understanding that flow effects video game players and their enjoyment too (2011, p. 486).

This means there is a neurological response in your body when you become immersed in a video game for hours at a time, often putting off food or sleep. That response allows you to act and think at a subconscious level, where button combos become reflexes. You’re no longer consciously thinking about the fact that you are pressing buttons on a controller. By using flow theory, we can research what those underlying neural connections are, thus understanding how the process works (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011).

a. Neural contributions to flow experience during video game playing

i.I learned that there is conclusive evidence of neural activity correlating to flow state via brain scans, as seen in the figure below.


ii.                           (via Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011)

iii. The information in this study will be vital in my approach to the video game industry. Understanding the involuntary, instantaneous reactions that players undergo will allow me to influence the experience being shared with the audience.

iv. For my project this month, I will be working with a group to plan a Game Expo for the Game Development undergraduate degrees at an off-campus location. The teams will present games to the public for testing to get feedback. I will be involved in coordinating the event with the off-site location, vendors, merchants, and students. Advertising, budgeting, and strategizing an effective marketing campaign are some of my roles. By understanding these primal, neural reactions, I can then market the event in such a way to trigger positive responses. Additionally, understanding what elements trigger which corresponding synapse will be vital in understanding the feedback given.



v.                                  (via Associated Press, photo ID #040821015084)


 b.Measuring Video Game Engagement Through the Cognitive and Affective Dimensions

i.This report detailed research conducted on the flow state of video game players and laid a solid, validated foundation for further research to be conducted in this field (Sharek & Wiebe, 2014). The main achievement of the project was the production of an enhanced, methodological measurement tool to access the many different facets of the flow state. This tool was a game-clock device used during load screens and intermission periods to calculate the player’s motivation for reengagement. This tool, coupled with the NASA-TLX cognitive load questionnaire, provided a validated overview of Cognitive-Affective Outcomes (Sharek & Wiebe, 2014).

ii.Here’s a great table showing the correlation between cognitive load and motivation for reengagement. Understanding these different relationships will be vital tools in the video game industry, especially during the game design process, allowing designers to share the best experience possible with the audience.



(via Sharek & Wiebe, 2014)

iii. I can also utilize the conclusions formed in this paper for my Game Expo project I discussed above. By understanding what factors can trigger boredom, flow, and frustration in a game, I can help understand feedback that relates to these areas of study. Before we move on to the next topic, here are the references for topic #1. The references in blue are peer-reviewed, scholarly journals selected via EBSCOhost.





Topic #1 References


Favre, J. (2004, August 21). Image ID 040821015084 [Photograph]. Retrieved from Associated Press        Images

Klasen, M., Weber, R., Kircher, T., Mathiak, K., & Mathiak, K. (2011). Neural contributions to flow         experience during video game playing. Soc Cogn Affect Neurosci, 7(4), 485-495.                                 http://dx.doi.org/10.1093/scan/nsr021

Sharek, D. & Wiebe, E. (2014). Measuring Video Game Engagement Through the Cognitive and               Affective Dimensions. Simulation & Gaming, 45(4-5), 569-592.                                                             http://dx.doi.org/10.1177/1046878114554176

Snyder, C. & Lopez, S. (2009). Oxford Handbook of Positive Psychology (2nd ed., pp. 195-198).            Oxford, United Kingdom: Oxford University Press.

Sunday, October 2, 2016

Scientific Validity behind Success in the Video Game Industry



     An analysis of successful video games and studios reveals that causal research, otherwise known as explanatory research, plays a very significant, scientific role. This paper will begin by explaining causal research and its two largest components: validity and reliability. Next, there are three different types of validity that will be analyzed. Construct validity, external validity, and internal validity are all methods for inferring data or compiling statistics. These tools have several threats in the form of counter-arguments they have to overcome in order to maintain validity. Once there is a solid understanding of causal relationships, that information can by synthesized and applied to success in the video game industry. A clear and present correlation will be shown between these causal research methods and the techniques employed by thriving, industry leaders.  

Causality

     The process of examining cause-and-effect is known as causal research (Trochim, 2006). Everything around us is a result of a never-ending cycle of cause-and-effect. This even includes the business world and industries such as the world of video game production. There are two main methods for deciphering the causal relationships between events: experimentation and research (Trochim, 2006). Empirical research can be conducted on gathered data to get an idea of causative changes and their impact on the industry as a whole. Opposite of statistical research, experiments can allow for specific controls to manipulate the mechanics of the experience. Regardless of which method or combination is being used, a strong understanding of validity and reliability is vital when it comes to inferring data and drawing conclusions.

Reliability

     Reliability is a fairly common word and, in the world of causal events and research, it means essentially the same thing. Being able to build or find statistical patterns adds to the reliability of a conclusion or inference (Trochim, 2006).  Since reliability is really part of a ratio, there is another component known as variance (Trochim, 2006). Variance is a measurement that shows us how much of an offset there can be from the reliable baseline. These two factors come together to complete an estimation of reliability, from 100% to 0% (Trochim, 2006).

Validity

     After reliability has been established, we can move forward to validation. While measurements or samples cannot be validated, the conclusions we infer from the data can have validity as an attribute (Trochim, 2006). The methodology of research needs to remain under constant vigilance in order to continuously guarantee both reliable and validated suppositions. A measure or consensus that is both reliable and validated can then be referred to as a dependable evaluation. Theory and observation are the two territories involved in all forms of causal research (Trochim, 2006). Because this is a cause-and-effect study, there is a cause construct and an effect construct located in the theory hemisphere that are simply theorized contemplations (Trochim, 2006). In the observational hemisphere, there is the program (what you do) and the observations (what you see) that are linked by a program-outcome relationship (Trochim, 2006). There are four different modes of validity that function when studying these causal interactions and they all have different, distinct areas of the research realm from which they pull.

Internal Validity

     Once a relationship has been established between two variables in the research, one must then examine the affiliation to see if it is causal in nature. Once a cause-effect relationship is established, a conclusion can be drawn from that relationship that is then labeled as an internal validity (Trochim, 2006). Internal validity is only relevant to the exact study being conducted. Because everything is contained with an internal validity, there is a chance for threats to arise easily. Various groups or people in a position of leadership that are involved in the study have the capacity to completely invalidate the findings because they have forced their own will upon the results (Trochim, 2006). Isolating the social threats from one another is the best course of action to avoid any potential threats to validity of your inferences.

Construct Validity  

     Construct validity takes things a bit farther than an internal validation offers. A construct validation can only occur when two objectives are met, in addition to the objective of an internal validity (Trochim, 2006). If the program section of the study was implemented correctly and the outcomes were measured as intended; then we can claim a construct validity (Trochim, 2006). Extrapolating upon this, by labeling your conclusion as a construct validity, the argument is then being made that there was a knowledge of how the all parts of the study were constructed. The threats that arise from a construct validation often come from critics (Trochim, 2006). Being unable to adequately explain the constructs of the study, will result in a lack of widespread validation. Common issues arise when there is an overlap between constructs and their responsibilities or the observable size of a study is simply too small. These threats can be avoided by following basic protocols such as thinking through your concepts to entirety, obtaining subject matter experts to critique the conclusions you have drawn, or by utilizing methods that will help enhance your concepts (Trochim, 2006).

External Validity

     Another form of validity is referred to as an external authentication because they are only useful for generalizations. One method of achieving external validity would be through the sampling model; where one takes a sampling of the population and then infers the results and projects them onto the population at large, arguing that a wide enough sample was collected. The proximal similarity model on the other hand, is a much more accurate system because it only allows you to apply generalizations to groups similar to those you sampled. However, you still have no certain guarantee of an outcome from a study fortified with external validity (Trochim, 2006). The biggest threat opposing external validation is the ease with which a critic can question your generalized conclusion. Any stipulation or imposing specifications you must follow when conducting a study can also misrepresent themselves when generalized.

Validity and Video Game Design

     Bruce Shelley, known for his contributions to the commercially successful franchises Civilization and Age of Empires, expressed his guidelines for creating commercially fruitful endeavors in the game industry (Shelley, 2001). Shelley’s parameters can easily be coupled with the scientific validity established earlier to bring about a truly successful venture. One of the guidelines entails building upon the work of previous games. While imitating a successful game will seem lazy and uninspired, advancing and innovating upon a previous idea is a great way to take an old idea and make it fresh (Shelley, 2001). A way that a developer could follow this recommendation would be by employing the research setup that includes the cause construct, effect construct, program, and observation. This setup will allow developers to formulate a theory on consumer wants and needs, conduct the study, and then potentially validate their ideas. By knowing the desired effect, utilization of the effect construct can be used to reverse-engineer the necessary variables of the cause construct.

     Shelley covers a variety of other guidelines, but it is easy enough to boil them down to their roots: making an enjoyable experience for as wide of a fan base as possible, building upon well-known foundations of the gaming industry along the way (Shelley, 2001). The video game industry is dependent upon experimentation and growth and being able to validate a reliable variable will ultimately give developers a better idea of how to appease a widespread audience. Conducting research in this manner will present the same pitfalls, though. Developers risk over-generalizing statistics or not accounting for permutations to offset the results. Developers will have to remain vigilant in their endeavors to ensure they validate any perceived trends in the industry. The gaming world is a constantly causal system as the industry is constantly reacting to tendencies and permutations.

     Being able to approach the video game industry with a scientific outlook will provide game designers with the ability to couple two effective skills together to create a successful project. Understanding the causal system and how to attack it critically will provide you with a much better understanding on how to research and enact validity in the most effective way possible. Approaching problems or obstacles in the game world with a scientific mind will potentially yield a much higher rate of success.





References


Shelley, B. (2014). Gamasutra - Guidelines for Developing Successful Games. Gamasutra.com. Retrieved 3 August 2016, from http://www.gamasutra.com/view/feature/131450/guidelines_for_developing_.php?print=1

Trochim, W. (2006). Home. Socialresearchmethods.net. Retrieved 3 August 2016, from http://www.socialresearchmethods.net/kb/index.php



Disclaimer: This blog post was originally submitted in August of 2016 to Full Sail University under my Master of Science degree in Video Game Design