Cross-Console Gaming 


 The Problem:  Gamers can’t directly communicate with other gamers if they are playing on different consoles.

(Ex: Xbox players can’t directly communicate with Switch players through their consoles.)


 Research Question:  Do console (PlayStation, Xbox, Switch) gamers use devices outside of their console to communicate while playing? If so, what can we learn about these communication practices?


 Design Recommendations: 

The centrality of community in gaming influenced gamers to adopt alternative methods to communicate while gaming on different consoles. Therefore,


➊ Give players tools and information to identify themselves.
➋ Reflect overlapping gaming communities.
➌ Allow blocking and setting boundaries.
➍ Allow integration with social media to support spread of communities.


READ CHAPTER ON COMMUNITY︎︎︎
VIEW FULL LIST OF DESIGN IMPLICATIONS︎
CLIENT
Blizzard Entertainment, Inc.

TEAM
10 Design Researchers, 9 Anthropologists, 1 PhD Information Scientist, 1 Professor (Dr. Christina Wasson)

PARTICIPANTS
Cross-console gamers

ROLE

Design Researcher 

TOOLS

Dedoose, Miro, Zoom, Google Docs & Drive 

CONTRIBUTIONS
Chapter 2 in report (Titled: “Community, Socialization, and Communication”), Design Recommendations

︎︎︎



 Approach. 


 ︎1 RESEARCH QUESTION 

We spoke with our client Blizzard Entertainment to clarify goals and define research question.


RESEARCH QUESTION:
Do console (PlayStation, Xbox, Switch) gamers use devices outside of their console to communicate while playing? If so, what can we learn about these communication practices?
︎2  RECRUITMENT & FIELDWORK

I gathered ethnographic research by interviewing a participant. My partner and I conducted 3 separate interviews:


➊ Pre-observation interview
➋ Observation interview
➌ Post-observation interview
︎3  ANALYSIS 

After gathering all the fieldwork, I presented key findings. Then came up with overarching themes, also referred to as models.


The class split up into teams and chose one model to analyze on Dedoose. 

After uploading all of the qualitative fieldwork onto DEDOOSE, a coding software, each team sought themes and insights from the qualitative data.

I was part of a team that focused on: “COMMUNITY, SOCIALIZATION, AND COMMUNICATION”.
︎4  DESIGN RECOMMENDATIONS

After observing themes/insights from the 10 participants, my team and I proposed design recommendations for Blizzard Entertainment.




 Research question. 


Do console (PlayStation, Xbox, Switch) gamers utilize devices outside of their console (mobile phones, tablets, computers, etc.) to communicate with friends/teams while playing together?
︎︎︎ If so, what can we learn about these communication practices?




 The Team. 






 Recruiting participants. 


︎ FINDING THE APPROPRIATE PARTICIPANTS THROUGH SURVEYS
ACCESS SURVEY HERE︎︎︎



︎ 10 RESEARCH PARTICIPANTS (ALL CROSS-CONSOLE PLAYERS)


 Fieldwork. 


 ︎ INTERVIEW QUESTIONS (ETHNOGRAPHIC SEMI-STRUCTURED APPROACH) 
 VIEW FULL INTERVIEW GUIDE︎︎︎






︎ INTERVIEW TRANSCRIPTS 






 Themes: “models”. 


︎GROUPING INTERVIEW INSIGHTS. THIS HELPED DETERMINE THE SUB TOPICS FOR THE FINAL REPORT.





 Coding and analysis. 


︎ GATHERING AND ANALYZING TRANSCRIPTS TO FIND REOCCURING THEMES WITHIN THE DATA.
HELPED CONNECT THE DOTS BETWEEN PAIN POINTS, USER NEEDS, AND OPPORTUNITIES.







 Design recommendations. 
In light of our insight that community and communication is central to the gaming experience, gamers need a way to build and sustain their relationships.

➊ Give players tools and information to identify themselves
➋ Reflect overlapping gaming communities
➌ Allow blocking and setting boundaries
➍ Allow integration with social media to support and promote spread of communities





WORK      ABOUT      RESUMÉ       ︎      ︎