Affordance Theory in Game Design: A Guide Toward Understanding Players

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Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent?

The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A playtest requires an intensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for the designer.

Playtesting and players' affordances are the focus of this book. This book is not just about the playtest procedures but also demonstrates how they lead to the conclusions obtained when considering data sets. The playtest process or playtest stories differ according to the hypothesis under investigation. We cover examples of playtesting to identify the impact of human factors, such as age and gender, to examine a player's preferences for game objects' design and colors. The book details topics to reflect on possible emotional outcomes of the player at the early stages of game design as well as the methodology for presenting questions to players in such a way as to elicit authentic feedback.

This book is intended mainly for game designers, researchers, and developers. However, it provides a general understanding of affordances and human factors that can be informative for readers working in any domain.

Author(s): Hamna Aslam, Joseph Alexander Brown
Series: Synthesis Lectures on Games and Computational Intelligence, 6
Publisher: Morgan & Claypool Publishers
Year: 2020

Language: English
Pages: 112

Preface
Acknowledgments
Introduction
How to Read the Book
Affordance Theory and Game Design
James Jerome Gibson and Donald Norman's Affordance Theories
How Can Affordances be Investigated?
Playtest
Playtest Leading to Gibson and Norman's Affordances Analysis
A Focused Conversational Model for Game Design and Playtest
The CARD Model
Context
Activity
Reflection
Documentation
Playtests
The Focused Conversation Model – ORID
Objective
Relational
Interpretive
Decisional
Case Study
Context
Activity
Reflection
Documentation
Findings
Later Rounds Could Go Longer
Development of Anti-Rules
Facilitator as an Appeal
Conclusions
A Designer's Reflection on Game Design Considering Players' Emotions
Question-Based Iterative Process
Reflection on Seven Questions Process
Revisiting the First Question
Revisiting the Second Question
Revisiting the Third Question
Revisiting Fourth Question
Revisiting Fifth Question
Revisiting Sixth Question
Revisiting Seventh Question
Further Iterations
Incorporation to Other Game Design Approaches
Discussion
Age and Play
Age and Play
Playtest
Rationale for Selecting Hive Pocket and Hanabi
Analysis of Participants' Responses
Hive Pocket
Hanabi
Discussion
Gender and Play
Methodology
Human-Centered Design And Affordances
Tested Game
Experimental Design
Results and Analysis
Quantitative Analysis
Observational Analysis
Conclusions
Player Perceptions of Odd-Shaped Dice for Dungeons & Dragons
Experimental Design
Results and Discussion
Before the Play Session: Players' Perception of Fairness
After the Play Session: Players' Perception of Fairness
Dice Design Desirability: Players' Emotions and Object's Practicality
Evaluation of Fairness
Playtest and Playtesters' Enjoyability
Recommendations for Future Work
Game Rules
Health Characteristics and Actions
Teaching Assistant (TA)
Student
Dice Design and Player Preferences for Colors and Contrast
Experiments
Color Blindness Test
Color Preference
Color Contrast and Dice Sorting
Knockout Game and Die Readability
Experiment Results
Results of the Sorting
Knockout Game and Readability Errors
Some Comments for the Game Designers
Conclusions
Statistics
Common Errors
Lack of Variance
Lack of Hypothesis Testing
Tests Used in This Book
T/Z-Tests
T/Z-Test for Two Population Proportions
Bonferroni Correction
ANOVA
McNemar's Test
Bibliography
Authors' Biographies