tetris and flow

Tetris and Flow is a research project dedicated to a better understanding of what motivates a player to enjoy the games they play. Several different theories have been offered on this subject, ranging from simplistic achievement-awards systems to social motivators. Tetris in particular is an intriguing example of gameplay; any regular Tetris player could speak to the infuriating nature of the game, while simultaneously returning to it day in and day out. Tetris is in fact one of the most popular games in history, as a simple Wikipedia search shows . As a game, Tetris is confounding-- how can a game with no win-state, that one must lose in playing, be so well-loved by so many? 

tetris.png

Tetris and Flow  attempted to separate the different aspects of Tetris in order to determine which was motivating players to enjoy the game. As we determined, Tetris has several different moving parts that effect each player differently. While it proved difficult to properly separate these parts, we found one persistent, significant element: points. Our playtesters loved points. Even those testers who distinctly said they did not look for points or pay them much mind, found more enjoyment in conditions where the points awarded were higher than usual. This effect was not small, either-- we showed a huge difference-- nearly 2.5 points on a 5-point Likert Scale-- between the higher points condition and our other three conditions. This tells us that while playing Tetris, even when one feels that they are not being motivated by points, perhaps subconsciously, they are. This tells us that players subconsciously track points, and that awarding points is a significant enough reward to keep someone playing a game. This is the sort of knowledge that tells us exactly what we are doing right, and allows us to produce better games with that knowledge in mind. 

While we were not able to conclude that Tetris players experience a flow-state while in-game, we did uncover at least a hint towards this conclusion: players track points. Points are how players gauge their successes and their failures, allowing them to understand how to better play the game. This is why game developers absolutely must give players ways to gauge their successes and their failures; a simple win state is not enough. With this, we can more confidently proceed into future game design endeavors, with the knowledge of how to tune new games to properly measure success.

[paper]     [poster]

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Mindfulness in

Virtual

Reality

Mindfulness in Virtual Reality is a psychology research project intended to determine the effects of mindfulness meditation training in virtual reality on stress and stress reactions, particularly aggression. The goal of the research was to determine whether virtual reality mindfulness training would be effective as a method for future aggression reduction.

In order to test these ideas, I created a google cardboard android application in Unity to simulate both mindfulness meditation and a stressful mock-interview situation. We had participants experience a calming forest scene, in which they would either hear mindfulness meditation audio or simple ambient noise. The second stage was a mock interview; participants were told they would be participating in a peer-to-peer mock interview, though all peers were controlled through the game in Unity. The fake peers would either give negative commentary and bad scores (1-10, 10 highest), or neutral commentary and neutral scores. After this stage, the participants were told they would be judging another peer in another mock interview. In this stage, participants were allowed to cut off the fake peer when they thought they had heard enough, and then give the fake peer a score. We used the amount of time that the participant listened to the fake peer as a judge, the score they gave, and their responses to general aggression surveys.

Forest environment

Forest environment

Mock interview as interviewee

Mock interview as interviewee

Mock interview as judge

Mock interview as judge

Our results  showed that while our mock interview condition did in fact elicit a stress response in most participants, the mindfulness mediation did not have the expected result of reducing aggression towards the interviewee in the third stage of the experiment. In fact, it appeared that mindfulness meditation actually increased the rate of aggression in those participants who had received mindfulness meditation and who had been given negative feedback by the fake peers. This is intriguing-- while at face value it appears that mindfulness meditation has not been effective, it is important to reflect back on prior research. Research has shown that while mindfulness meditation can strongly reduce stress reactions, this effect does not come unless one practices often, and meditates for more than 20 minutes. Those who try mindfulness meditation, who have no prior mindfulness experience, tend to actually experience higher levels of stress until around the 20 minute mark. This makes it seem quite plausible that our five-minute  mindfulness meditation actually increased participant stress, by making them more aware of themselves and their thoughts and emotions, instead of relaxing them and affording them the ability to manage their stressors positively.

[paper]     [poster]