Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames
Abstract
:1. Introduction
2. Background
2.1. Videogames
2.2. Cognitive Gameplay
2.3. Information, Content, and Representation
2.4. Cognition and Interaction
2.5. Core Mechanic: The Cognitive Nucleus
3. INFORM: Interaction Design for the Core Mechanic
3.1. Elements of Action
3.1.1. Agency
3.1.2. Flow (Action)
3.1.3. Focus
3.1.4. Granularity
3.1.5. Presence
3.1.6. Timing
3.2. Elements of Reaction
3.2.1. Activation
3.2.2. Context
3.2.3. Flow (Reaction)
3.2.4. Spread
3.2.5. State
3.2.6. Transition
4. Application of INFORM in a Scenario
- Agency: manual or verbal. With manual agency, the player rotates the cube using the mouse—e.g., by clicking and dragging the cube. Alternatively, the cube could be rotated by clicking on arrows that appear around the cube as the mouse cursor approaches it (see Figure 6). With verbal agency, the player could type commands into a console to rotate the cube—e.g., “rotate left” to rotate the cube to the left once, and “rotate left 3” to rotate the cube to the left three times (see Figure 7).
- Focus: direct or indirect. With direct focus, the cube is the focal point of action—e.g., the player clicks on and drags the cube to rotate it. As the interaction is directed toward the intended target (i.e., the cube), focus is direct. If the focus were indirect, however, another representation would be the focal point of action. A simple example is having a set of arrows in a control panel in the interface. When the player clicks on an arrow, the cube rotates in the corresponding direction. This is indirect focus, as the action is directed toward arrows in the control panel, and not the cube itself. As another example, the player could be provided with an additional, alternative representation of the cube (e.g., a formula that represents its 2D projection). The player would be required to act on the alternative representation to control the rotation of the cube.
- Flow (action): discrete or continuous. Consider the above examples in which the player clicks on an arrow button to rotate the cube. These are examples in which action flow is discrete, as the action occurs instantaneously: the player simply clicks a button. Alternatively, the player could click on and drag a slider to specify the amount of rotation—an example where action flow is continuous since the action happens over a period of time in a fluid manner.
- Granularity: atomic or composite. With atomic granularity, the interaction has only one step—e.g., dragging the cube to rotate it. With composite granularity, the interaction would require more than one step to complete. For example, to rotate the cube, the player would have to first select it, then specify the desired direction of rotation, then select a button to execute the rotation. Although the composite type of granularity may seem unnecessary here, it could be quite relevant if, for example, the player could supply important additional parameters to the action (such as the angle or speed of rotation).
- Presence: implicit or explicit. With implicit presence, the possibility of rotating the cube is not advertised to the player. The player must have existing knowledge that the shape can be rotated and how to go about rotating it. For instance, if the player could rotate the cube by clicking on it and dragging the mouse, but nothing on the cube or anywhere else in the interface suggests that this action is possible, then presence is implicit. With explicit presence, the possibility of rotating the cube would be advertised to the player. One simple example is to have a label below the cube stating: “To rotate the cube, click and drag it”. Alternatively, the cube could be wiggling with a small rotation sign attached to it to suggest the possibility of this interaction.
- Timing: player-paced or game-paced. With player-paced timing, the player can take as much time as she wants to rotate the cube. However, if timing is game-paced, a time restriction is placed on the player. For example, there could be a timer that begins at 60 seconds and counts down. When it reaches 0 seconds, the player loses points. Every time the player performs the rotating action, the timer for this interaction can be reset.
- Activation: immediate, delayed, or on-demand. With immediate activation, the cube rotates as soon as the player acts—e.g., the player clicks an arrow button and the cube rotates immediately. With delayed activation, the cube would not rotate until a period of time elapses or some other event occurs. For instance, the player clicks on the arrow button to rotate the cube to the left but the cube does not rotate until a subsequent action is performed. With on-demand activation, the player could specify a sequence of multiple rotations, but the cube would not rotate until a separate button is clicked, and the sequence would unfold (see Figure 8).
- Context: changed or unchanged. In the examples thus far, context is implemented with the unchanged type (i.e., the context in which the interaction occurs does not change once the reaction is finished). One possible implementation of the changed type would be the following: the game places a limit on the number of times the player can rotate the cube. Once the player rotates the cube beyond this limit, the game reacts by resetting the level, and this changes the context in which the player is operating. This context change will likely force the player to think about recreating the whole pattern again, and remember the set of steps used before the level was reset.
- Flow (reaction): discrete or continuous. The following is an example of continuous reaction flow: the player clicks on and drags a slider to rotate the cube, and the cube gradually rotates until its orientation matches that specified by the slider’s position. If the reaction flow was discrete, however, the cube’s orientation would immediately change to match that specified by the slider’s position—it would not change gradually over time. In this case, the reaction occurs instantaneously without any fluid motion. Separating action and reaction flow can be conducive to mindful planning in certain situations (see [63]).
- Spread: self-contained or propagated. In the case of self-contained spread, only the focal representation is affected. For instance, if the player drags a cube to rotate it, no other representation in the interface is affected. However, in the example given below in which transition is distributed, the player types a command to rotate the cube and, as a result, multiple representations are created to display the orientation of the cube at different stages in the rotation. In this example, the spread is propagated to other representations in the interface.
- State: created, deleted, and/or altered. To demonstrate implementations of the different types of this element, the game will enforce a limit on the number of times the cube can rotate. Once this limit is reached, the player can no longer rotate the cube and must restart the puzzle. Consider the case in which the player rotates the cube by typing a ‘rotate’ command into a console. Assume that, in addition to the cube rotating, representations elsewhere in the interface encoding the number of performed rotations are also affected. One possibility is that, as the cube is rotated, the color and/or arrangement of other representations change to reflect the number of remaining rotations that are available to the player. In this case, the properties of the representations (i.e., their colors and positions) are altered—an example of the ‘altered’ type of state. Another possibility is that each time the cube is rotated, a representation is removed from the interface to indicate that one less rotation is available to the player—an example of the ‘deleted’ type of state. For instance, there could be a row of small cubes, and each rotation results in one of these cubes being removed. A third possibility is that representations of the number of rotations are added to the interface after the performance of each rotation—an example of the ‘created’ type of state. For example, there may be an empty grid in which a small copy of the cube is placed after each rotation to signify that an interaction has taken place.
- Transition: stacked or distributed. In the above example, transition is stacked—i.e., the cube rotates such that orientations are stacked on top of one another, and previous orientations are not displayed (see Figure 9). Alternatively, the transition could be distributed—e.g., the player types a command to rotate the cube three times to the right, and several representations appear to encode the intermediate orientations. All representations remain on the screen, so that the player can see the different orientations which the cube had while it was rotating (see Figure 10).
5. Summary
Acknowledgments
Author Contributions
Conflicts of Interest
References
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Action | Reaction |
---|---|
agency | activation |
flow | context |
focus | flow |
granularity | spread |
presence | state |
timing | transition |
Element | Concern | Types | |
---|---|---|---|
action | agency | metaphoric way through which action is expressed | verbal, manual |
flow | parsing of action in time | discrete, continuous | |
focus | focal point of action | direct, indirect | |
granularity | steps required to compose an action | atomic, composite | |
presence | existence and advertisement of action | explicit, implicit | |
timing | time available to player to compose and/or commit action | player-paced, game-paced | |
reaction | activation | commencement of reaction | immediate, delayed, on-demand |
context | context in which representations exist once reaction is complete | changed, unchanged | |
flow | parsing of reaction in time | discrete, continuous | |
spread | spread of effect that action causes | self-contained, propagated | |
state | condition of representations once reaction process is complete | created, deleted, altered | |
transition | presentation of change | stacked, distributed |
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Sedig, K.; Parsons, P.; Haworth, R. Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames. Informatics 2017, 4, 4. https://doi.org/10.3390/informatics4010004
Sedig K, Parsons P, Haworth R. Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames. Informatics. 2017; 4(1):4. https://doi.org/10.3390/informatics4010004
Chicago/Turabian StyleSedig, Kamran, Paul Parsons, and Robert Haworth. 2017. "Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames" Informatics 4, no. 1: 4. https://doi.org/10.3390/informatics4010004
APA StyleSedig, K., Parsons, P., & Haworth, R. (2017). Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames. Informatics, 4(1), 4. https://doi.org/10.3390/informatics4010004