TY - GEN
T1 - Creative Sense-Making Analysis for the Representation of Collaboration in Embodied Play
AU - Truesdell, Erin J.K.
AU - Madera, Marianna
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - Social interaction, and collaborative interaction in particular, is a core component of many games and other forms of play. While several forms of analysis exist to cover social aspects of play, many do not account for embodied components of collaboration during play. This paper presents our novel use of the creative sense-making (CSM) framework as a means of understanding embodied collaboration throughout the duration of dyadic, embodied, goal-oriented play. It describes the process of translating the framework, which had previously been used to study open-ended embodied collaboration, into a tool to analyze embodied collaboration in goal-oriented games. We detail key components of the analysis process, including codebook development, iterative coding to establish inter-rater reliability, and visualization methods to display trends across all play sessions with a game. This work demonstrates the utility of CSM as a tool for gameplay analysis as an addition or augmentation to existing techniques, and provides researchers and practitioners with a practical guide to applying CSM in games contexts.
AB - Social interaction, and collaborative interaction in particular, is a core component of many games and other forms of play. While several forms of analysis exist to cover social aspects of play, many do not account for embodied components of collaboration during play. This paper presents our novel use of the creative sense-making (CSM) framework as a means of understanding embodied collaboration throughout the duration of dyadic, embodied, goal-oriented play. It describes the process of translating the framework, which had previously been used to study open-ended embodied collaboration, into a tool to analyze embodied collaboration in goal-oriented games. We detail key components of the analysis process, including codebook development, iterative coding to establish inter-rater reliability, and visualization methods to display trends across all play sessions with a game. This work demonstrates the utility of CSM as a tool for gameplay analysis as an addition or augmentation to existing techniques, and provides researchers and practitioners with a practical guide to applying CSM in games contexts.
UR - https://www.scopus.com/pages/publications/85203512391
UR - https://www.scopus.com/pages/publications/85203512391#tab=citedBy
U2 - 10.1109/CoG60054.2024.10645562
DO - 10.1109/CoG60054.2024.10645562
M3 - Conference contribution
AN - SCOPUS:85203512391
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - Proceedings of the 2024 IEEE Conference on Games, CoG 2024
PB - IEEE Computer Society
T2 - 6th Annual IEEE Conference on Games, CoG 2024
Y2 - 5 August 2024 through 8 August 2024
ER -