A view from the outside: my experience at the 2013 Communication, Rhetoric, and Digital Media Research Symposium

Being at the intersection of gaming, stories, computation, and cognition (as my blog’s headline suggests), I often have a research identity crisis, which I suspect (although this has yet to be confirmed) is a shared feeling with other researchers in my field.  This inner confusion does have its advantages; like a chameleon, I can float around different kinds of people and find some language in which to converse.  Such was the case at the 2013 Communication, Rhetoric, and Digital Media Research Symposium, where I was scheduled to talk about my research “Computational Models of Narrative and their Relation to Human Action,” as part of a panel on Gaming.  My “language” was cognition, and (I think) it was the most appealing aspect of my research to the community .  Regardless, there were several takeaways from the symposium that I wanted to share:

  • Everyone is working on something related to everyone else

Something I perceived, which was most likely affected by my inexperience in CRDM, was the fact that everyone seemed to be working on topics that were relevant to everyone else.  What was remarkable is that seemingly disparate topics shared a common thread (which was often Dr. Carolyn Miller’s landmark paper: Genre as Social Action).  The concept of genre (I learned) is definitely a cross-cutting thing, and has useful taxonomic properties, as well as historical fingerprint qualities.  The fact that this common thread was woven, I think, was probably due in part to the excellent focus of the workshop.

  • Support is overwhelming

Despite feeling I was overly technical, and that my presentation had too much jargon, the response was overwhelmingly positive.  I had several people throughout the presentation nod in agreement, had others tell me afterward that the presentation was well done, and even had one professor approach my advisor to congratulate me by proxy.  I’m sure I’m not the first one to say this, but having experienced it first hand, I think the following is worth repeating: communities certainly welcome outside perspectives.  I think it’s worth reaching out.

  • Be precise!

Like Dr. Nicholas Taylor said before delivering his talk at the Gaming Panel, “all games researchers apologize before beginning their talks,” as a way of acknowledging that, because we’re all from such diverse fields, there’s bound to collision on some aspect of research.  I did, in fact, apologize for “possibly offending someone with my research.”  While, at the time, I sincerely doubted that my scientific advances would constitute an offense to anybody, it did help a bit.  Someone called out distinction of the virtual v. the real, alluding to the philosophical arguments relating to phenomenology.  All I meant to highlight was the distinction of video games and non-video games.  Specifically, I was talking about the challenge of borrowing non-interactive narrative concepts to analyze an interactive medium.  I should have been more precise.

  • Keynote by Dr. David Herman

Dr. David Herman, Distinguished Professor at Ohio State University, was the evening keynote speaker.  His talk was probably the most valuable aspect of the whole symposium, because his research has been highly influential on my own and because we both see narratology as a cognitive science.  In essence, narratives are such a core part of our lives, that we use them for more than just entertainment; we use them for sense-making, for structuring our reality, and for guiding our future action.  These ideas merit their own set of posts, but my ideas aren’t completely formed yet.

All in all, a very fruitful symposium.  I hope I get to invade other types of academic gatherings to gain unique insights going forward!

The Role of Perception in Games

(This is a cross-post from my entry in the Liquid Narrative blog at NC State University)

This upcoming November, my colleague, Stephen Ware, will present a paper at the 2012 International Conference for Interactive Digital Storytelling.  This paper, on which several colleagues and myself worked, is titled “Achieving the Illusion of Agency,” which argues that complex drama management systems (see Roberts et al. for a great survey) are not necessary for dynamically creating appealing interactive narrative experiences.  As long as we can create an illusion of agency (using cheap tricks), it is enough.

I expected that this paper would ruffle some feathers – which is always a plus when you are engaging a community of worthy scholars.  The paper was accepted, for which I am happy.  However, the paper has (at least for me) a hidden agenda that was not picked up on by the reviewers of the paper.  I do not fault them, since the point is implicit, but here I will make it clear:

To find the future of game experiences, we have but one place to look: inward.

On the Value of ‘False’ Choices

One of the reviewers of the paper had this to say:

“It is difficult to address subjective aesthetic experiences such as ‘agency’ within a narrative in user testing,  so it is useful to have this well-designed study.

[…] but they reach very different conclusions than I would, ultimately arguing for the value of false choices.”

It’s an interesting point, which raises a philosophical question: what is a false choice?  That which is truthfully false? or that which is apparently false?

I argue the latter.  Since an interactive narrative is a controlled user experience, the player is not aware of false choices, because she never is told about the manner of the choices.  Given the existence of cognitive economy, the player assumes that what is being stated or presented is true, following Gricean pragmatics about quality of the “conversation” between her and the game.

To follow up, if it is not apparently false, does it matter?

Not to me.  Even if the choice is truly false, it is apparently true unless told otherwise, which is all that matters for her.

And so, to find the future of game experiences, we have but one place to look:  inward.  Perception, a sort of middleware for general cognition, is of utmost importance when creating games.  Ergo, to create experiences beyond what are currently imaginable in games, we need to tackle perception head on.