Cross-Console Gaming 


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?


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

    

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

︎︎︎





 Research question 


Do console (PlayStation, Xbox, Switch, etc.) gamers utilize devices outside of their console to communicate with others while playing together?

︎︎︎ If so, what can we learn about these communication practices?




 The Team 




 Approach 


1. Goal Setting 


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

2. Recruit + 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’.

We used Dedoose, a qualititative coding software, to trace themes and generate insights. My teams focus was on ‘community, socialization, and communication’.

4. Synthesis


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


 Recruitment 


︎ 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       ︎      ︎