OMGZ BLOCKS: The Use of Unlocking Features in Video Games and How It Affects User Behavior Brian Murphy Clemson University [email protected] 4/27/06 Revolution is a video game where the player uses his feet on a mat with arrows in the cardinal directions. Arrows fly up the screen in sync with the beat of a song that is playing. The player "dances" and attempts to his the corresponding arrows on the mat when the arrows on the screen hits a certain point. Players are scored based on how accurately they could match the arrows. By doing well on songs, the player can unlock other, usually more challenging, songs(7). John could be described as large and adverse to physical activity. However, when exercise was presented in the form of a video game, John played the game regularly. However, John eventually unlocked all the possible songs for the game, and his use of the game dwindled. Could this carrot-on-a-stick like feature of unlocking games be what appealed to John about the game? ABSTRACT Video games have been wildly acknowledged as addicting. There are many anecdotal stories of lives and ruined and marriages shattered because of an addiction to video games. Unlike other addictions, video games addiction may be used as a positive force. We developed OMGZ BLOCKS, a video game with unlockable features, in order to determine what kind of addictive affects having unlockable elements in games has. Author Keywords Video games, addiction, unlocking, games INTRODUCTION Video games, like almost any leisure activity, can become addictive. However, there has not been much study on video game addictiveness. This is disturbing, as some studies suggested that 93% of adolescence have played video games, and 57% percent do so at least once a week.(6) There are piles of anecdotal evidence that video game addiction can be as destructive as alcohol or drug addiction. There are communities of "widows" who have lost spouses to the video game Everquest, sometimes referred to jokingly as Ever-Crack(2). The first video game addiction fatality happened in South Korea. A man there played 50 consecutive hours of the video game Starcraft by Blizzard, eating and drinking very little, until he collapsed, and died three days later. China has enacted laws limiting the amount of time that their citizens can play video games every day. Not all addiction is so extreme, as typically the addict suffers socially, or academically(8). OMGZ BLOCK We developed a game called OMGZ BLOCK to test this. OMGZ BLOCK is a simple game, written in C++, with sprite based graphics. Players use the mouse to click on blocks that can have one of five colors, red, blue, green, yellow, and purple. If blocks are of the same color are touching when one of them is clicked, they all disappear. The greater the number of blocks touching, the greater the points awarded when clicked. The score is tracked for the lifetime of the game and for each individual game. The player will score around 200 points per game. Points are not lost when the game is closed, and the point totals are cumulative per session. There are two versions of OMGZ BLOCK. One version just contains the game. The other contains ten unlockable features. Features can be unlocked by spending points earned in the game. Once a feature is unlocked, this information is saved, so if the user closes the game, and then later reopens it, they will find that the feature is still unlocked. Unlocking a feature requires a certain amount of points. Once "spent" these points are gone, and are subtracted from the point total. The identities of the features are not known to the player until they are unlocked. There are three types of features. "Blocks" change how the colored blocks look. "Backgrounds" change the background behind the blocks as the player plays the game. Thirdly, a feature that when the player hits the "R" key, the colors of the blocks randomize. The motivation behind this is that the player might be able to score more points if the number of touching same color Not all affects of video games are harmful though. Children who played Squire Quest, a game where they took the role of squire who prepared food, mostly vegetables and fruit, for there knights, showed an increase in the amount of fruits and vegetables in there diet(4). Video games can clearly be used to bring about positive change. MOTIVATION Since video games are more than likely addictive, how can this be used in a positive way? We observed a friend, whom we will refer to as John, who was seemly addicted to the game Dance Revolution by Konami. Dance Dance 1 blocks is low, randomization might increase the number of same color blocks touching. Other than the unlocking feature, this version is the same as the first. Both version kept track of the amount of time that the game is played, how many games individual games the game is played before it is closed, how many points are scored that session, and what features are unlocked in a session. Both versions are available for download online. The non unlocking version is at http://people.clemson.edu/~bjmurph/blocks.zip . The version with the unlocking feature is downloadable at http://people.clemson.edu/~bjmurph/omgzblocks.zip. Feature unlocked Cost "Textured" blocks 100 "Ya Rly" owl background 500 "Runed" blocks 1000 Randomize block color 2000 "O Rly" owl background 4000 "Center missing" blocks 8000 "Invisible" blocks 15000 "Metal" background 20000 "Trees" background 30000 Winning message 50000 Table 1: Unlockable features and there point cost EXPERIMENT The experiment consists of seven subjects. Three of the subjects were taken from a computer science class "3-D Game Design". The other four were recruited from various message boards. All were undergrad or graduate students between the ages of 18 and 30. Six of the subjects were male and one was female. All had had previous experience with video games and computer use. At least four were computer science majors, and one was and English major. The remaining majors are unknown. Three were give the "control" version of the game, that contained no unlocking features. The other four were give the version with the unlocking feature. Subjects were not told which version they were given and were instructed to not talk among themselves. Subjects were also instructed to not look at the files that the game produced. Each subject was given a piece of paper or and email that contained directions and the link to their version of the game. Subjects were not told that this was a study on addiction, only that it was a "human computer interaction study". Subjects were told to play the game at least once, and were encouraged to play it more than once. The subjects were given the game for a total of four days. The data that the game recorded was then collected. Each time the game program was executed, called a session, the number of games per session, referred to as a game, the number of points scored per session, and what was unlocked in each session was recorded. Afterward the subjects were asked to complete a 3 question survey consisting of "Do you play video games at least once a week", "On a scale of 1 to 10, 1 being the lowest and 10 being the highest, how much did you enjoy the game", and "Were there other factors, school, work, etc, that kept you from playing the game". Fig 1: The opening menu for the unlocking version Fig 2: A typical game RESULTS Two of the subjects, one from each group, did not respond, narrowing an already slim subject pool. Also, all but one subject claimed in a post experiment interview that Fig 3: The unlock menu 2 the fact that this was "exam week" and it affected the amount of time that they had to play the game. Subject 1 also claimed that he "kinda forgot", which might explains his low number of games played and sessions. Number of Sessions Subject Number of Games S4: Did not complete post experiment interview S5: Yes Total Session Time Average Games Per Session (seconds) (seconds) "On a scale of 1 to 10, 1 being the lowest and 10 being the highest, how much did you enjoy the game" S1: "3 - Played games of the same style before and have enjoyed them at times, but at this point I have played this average average type of game way too much. This means I didn't play this time per time per total instance that much. Did not experiment with the game session game unlocks much. The opening graphics are nice. The block graphics aren't great and distract from the gameplay. I did not play around with the buying option (don't really remember what this was)" 76 43 1 S2: "6, only because of the damn owl" 281.75 41.7401 4 S3: "I'd rank the game a 7 for the genre." 233.667 25.035 3 S5: "4, definitly not like a console game" Unlocking group 1 1 2 76 2 2 4 27 1122 6.75 3 3 28 701 9.334 Control group 4 6 38 1621 6.334 5 1 29 215 29 Subject Average time per session Average Time per game (seconds) (seconds) Total Points "Were there other factors, school, work, etc, that kept you from playing the game" 270.1667 42.657 S1: "Unfortunately, didn't have much time to really try the 215 7.413 game out (kinda forgot), which means I don't remember much about it and didn't play around with it much, which might have lead to more fun" S2: "Its exam week" Average points per game S3: "It's exam week, so I didn't get to play a lot" S5: "No" Unlocking group Fig 4: Responses to the post experiment interview 1 76 43 324 162 2 281.75 41.7401 3958 146.59 3 233.667 25.035 3903 139.39 4 270.1667 42.657 5024 132.21 5 215 7.413 4206 145.03 SOURCES OF ERROR The experiment was conducted around finals week, so subjects may not have had as much time as they wanted to play the game. Subjects were not instructed to not play other video games, which might satisfy any addictive needs that the subjects might have. The amount of free time each subject had to play the game was not uniform. Finally, the subject pool was initially small, was made even smaller by non-responsive subjects. Control group CONCLUSION Because of the limited size of the pool of subjects, it is hard to draw definite conclusion, however, excluding subject 1, the the difference between the max total points scored and the minimum total points scored is 1121 points, which can be scored in roughly 5 or 6 games. Since most games lasted less than a minute, and most gaming sessions lasted several minutes, this value is not very large at all. Most values of the two groups are very similar. We also note that the largest number of unlocked features was 4, less than half the total number of available unlocks. No subject in the unlocking group scored enough points to unlock the 5th feature, the "O rly" owl background. Unlocking features might not be as large of a factor in the addictiveness of video games as we hypothesized. This is Subject Total Unlocks 1 1 2 4 3 3 Table 2: Results "Do you play video games at least once a week" S1: Yes S2: No S3: Yes 3 not conclusive due to the large amount of possible error in this study. Volume 106, Issue 2 , February 2006, Pages 188-189, http://www.sciencedirect.com/science?_ob=ArticleURL&_ udi=B758G-4J4HD073&_coverDate=02%2F28%2F2006&_alid=395791618&_r doc=1&_fmt=&_orig=search&_qd=1&_cdi=12926&_sort= d&view=c&_acct=C000030198&_version=1&_urlVersion =0&_userid=590719&md5=21a7ace425950a271ab71715bf 0298cc FUTURE WORK Repeating this experiment with a larger subject pool might lead to more conclusive results. Also another group might be introduced, where all features are already unlocked. This would help measure how much the actual features add to the addictiveness of the video game. Also a more complicated game might be useful 5. Nicholas L. Carnagey1, and Craig A. Anderson, The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior, Psychological Science Volume 16 Page 882 - November 2005 doi:10.1111/j.1467-9280.2005.01632.x, Volume 16 Issue 11 http://www.blackwellsynergy.com/doi/full/10.1111/j.1467- ACKNOWLEDGEMENTS Thanks to Dr. D for letting me do this a bit late, Jes for explaining math to me, and Dr. Malloy for letting me use his class as guinea pigs. REFERENCES 1. Game Addiction- Pre Teen Kids Culture Article http://www.theparentreport.com/resources/ages/preteen/kid s_culture/130.html 9280.2005.01632.x?cookieSet=1 6 . Ricardo A. Tejeiro Salguero1 & Rosa M. Bersabé Morán Measuring problem video game playing in adolescents, Addiction Volume 97 Page 1601 December 2002 doi:10.1046/j.1360-0443.2002.00218.x Volume 97 Issue http://www.blackwell-synergy.com/doi/full/10.1046/j.13600443.2002.00218.x 2. BBC- News, Video Games: Cause for Concern? http://news.bbc.co.uk/1/hi/uk/1036088.stm 3 Julia Scheeres Julia Scheeres The Quest to End Video Game Addiction, Wired News http://www.wired.com/news/holidays/0,484791.html?tw=wn_story_page_next1 7. Dance Dance Revolution, http://www.konami.com/gs/gameinfo.php?id=28 4. Damon Brown, Playing to Win: Video Games and the Fight against Obesity, Journal of the American Dietetic 1. 8. Association 8. John Anderson Spot On: Korea reacts to video game addiction, Gamespot http://www.gamespot.com/news/2005/09/12/news_6132357.html 4
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