inclusivity and diversity - volition · with low self-esteem” –ducheneaut et al. more impactful...
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Inclusivity and DiversityIn Volition games, other games, and some science!
Who am I?
Elizabeth Zelle@kohizeri
Associate User Researcher At Volition since 2008 GUR since 2012
Premises:
FACT: Video games characters tend to not be very diverse
FACT: This does not reflect the diversity of our playerbase
FACT: Inclusive characters can make some players feel good
FACT: Inclusive characters may also increase motivation to play
Premises:
There is a ‘Player Need’ to see elements of themselves reflected in games that they play
THIS DOES NOT MEAN:
That all players are equally motivated by this need
That all games must address this need
Representation
What is “inclusivity”?noun
An intention or policy of including people who might otherwise be excluded or marginalized
How are people feeling excluded in games?
Players who do not see their own gender, ethnicity, sexuality, and/or body types represented frequently in the medium may feel excluded
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Williams, D., et al (2009). The virtual census: representations of gender, race and age in video games.
Williams, D., et al (2009). The virtual census: representations of gender, race and age in video games.
Representation
Why is representation socially important?Social Identity Theory
Presence of portrayals of a group serve as an indicator of that group’s weight in society
Absence of portrayals can lead to feelings of relative unimportance and powerlessness
Why is representation important in games?
Players that see aspects of their self in a game character can form faster, deeper emotional connections
These players can then have an increased motivation to play the title
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The Virtual Self
Actual Self vs. Ideal Self Self Discrepancy Theory
Virtual Self
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The Virtual Self
Allows exploration “Video games are intrinsically motivating in part because
they provide a context (albeit a virtual one) in which players can explore different aspects of their selves and “try on” ideal characteristics.” – Przybylski et al.
Can improve mental well-being “Users realize some aspects of their “ideal selves” through
the avatar, which may have positive implications for those with low self-esteem” – Ducheneaut et al.
More impactful to female, older, and (possibly) POC users “Female users are more likely to create avatars that are
idealized versions of themselves compared to male users. […] Older users broadly prefer creating an avatar that looks like an idealized version of themselves.” – Ducheneaut et al.
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Other Science
Presence• “A psychological state in which virtual
objects are experienced as actual objects in either sensory or nonsensory ways.“ –Lombard
• Some players have a “need for presence,” or tendency to enjoy feeling “there” in game environments - Skalski et al.
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In-Group Favoritism• A pattern of favoring members of one’s
own group• NOT the same as out-group negativity
Remember!
Your game doesn’t need to meet all of them!
Utility
Personal Investment
Identity and Self-Expression
Enjoyment
New-Experience
Memory and Sentimental
Aesthetic and Creative
Sociability
Social Communication
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Players value characters in a variety of ways:
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And now, Saints Row…
How have we approached diversity? Character Customization Diverse NPCs Gender-neutral scripts Gender-neutral romances Gender-neutral clothing Learning from our mistakes Not singling out specific groups with our
humor
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Saints Row – A History
Saints Row Limited Customization Diverse cast, but leaning on stereotypes
Saints Row 2 Went ALL IN on customization Became more satirical
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Saints Row – A History
Saints Row the Third Streamlined our player customization Became full-on satire
Saints Row IV Added romances Introduced multiple new POC NPCs
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Saints Row IV
Inclusive Protagonist: We allow total customization of the Boss Are totally gender and ethnicity-neutral in how we
handle that character
Diverse Supporting Cast: The ‘main cast’ of SRIV was less than 50% White
Dudes Women: Shaundi (x2), Asha, Kinzie POC: Keith Davis, Ben King, Johnny Gat, Pierce, Asha
Have well-rounded characters: Tried to avoid stereotypes and tokenism
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Saints Row IV Data
Initial Player Customization Usage During SRIV Playtests (n=81)
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Male Female White AA Hispanic Asian
Saints Row IV Data
Initial Player Customization Usage During SRIV Playtests (n=81)
• Nearly 85% engaged in at least some form of customization
• Women and POC were very likely to recreate core elements of their own identity in their Boss
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Saints Row IV Data
Initial Player Customization Usage During SRIV Playtests (n=81)
• White Males were more likely to create ‘wacky’ Bosses
• Customization options used most frequently were ones that make large scale changes most immediately visible and recognizable• Gender, body type, skin color, hair
color, hair style, voice
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Saints Row IV Data
Conclusion: Saints Row IV playtesters use customization to create a diverse array of Bosses, frequently reflecting core aspects of their actual selves
Hypotheses:
• Players underrepresented in games often take this opportunity to see themselves
• Players who do see themselves represented in games use customization to experiment more with gender and skin color, and also create more ‘wacky’ Bosses
Supporting Data:
• “Female user more likely to create avatars that are idealized version of themselves [...] male users tend to favor avatars that stand out more.” – Ducheneaut et al.
Saints Row IV Data
Players spent an average of roughly 5 minutes in initial customization.
This is what you can accomplish:
Volition and Diversity
• We use gender-inclusive options on surveys
• Conduct an annual Fan Census to stay aware of the makeup of our fanbase
• Focus our social media on sharing and supporting how fans interact with our games
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Volition and Diversity
Studies support that increased emotional attachment to characters, and the ability to see oneself present in those characters, increases likelihood of continued play of a title in some players.
By providing diverse NPCs and a customizable Boss, we offer a wider array of players a character to form an attachment to.
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How Do Other Titles Handle This?
There are many ways to handle diversity and inclusivity
• No Main Character• Hidden Main Character• Character Customization
• Cast-of-Character Selection• Authored Character• MP-Only Customization
No Main Character
• Ex: Candy Crush
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Some very successful titles do not have a protagonist
• Ex: Tetris
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No Main Character
PROS:• Accessible to everyone
Some very successful titles do not have a protagonist
CONS:• Nothing for players to
identify with
Hidden Main Character
• Ex: Journey
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Some games obscure the main character
• Ex: Metroid
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Hidden Main Character
PROS:• Accessible to everyone
Some games obscure the main character
CONS:• More constrained
storytelling• Less for players to identify
with
Character Customization
• Ex: Dragon Age
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Some games allow character looks to be customized
• Ex: Fallout
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Character Customization
PROS:• Accessible to everyone
(within bounds of the system)
Some games allow character looks to be customized
CONS:• More constrained storytelling• Resource intensive
Cast-of-Character Selection
• Ex: Overwatch
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The player is allowed to select their choice from a cast
• Ex: Borderlands
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Cast-of-Character Selection
PROS:• Able to develop authored
experiences• Provide a variety of characters for
players to identify with
The player is allowed to select their choice from a cast
CONS:• Not possible to represent
all players• Story telling resources
divided
Authored Character
• Ex: GTA V
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Some games deliver a strong, authored protagonist(s)
• Ex: Tomb Raider
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Authored Character
PROS:• Story is focused on one
character, allowing more depth• Player can be forced into
experiences outside of their comfort zone
Some games deliver a strong, authored protagonist(s)
CONS:• Very limited representation• Players can be discomforted
by some experiences
• MP-Only Customization
• Ex: GTA V Online
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Some games only allow customization in their multiplayer
• Ex: Call of Duty
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What Can You Do?
Example of our stuck-in-a-rut-ness:• When Naughty Dog hired a firm to do
focus testing on The Last of Us, women were by default being excluded from testing groups
The Industry has a lot of momentum• We’re heavily cis, straight, white dudes• Diversity can be seen as “risky”
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What Can You Do?
Ask Questions• “Why is this character white? Is that a
crucial part of their backstory?”• “Why are all of the enemies male?”
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Be Aware• You are not representative of your entire
player base• Just being actively aware of this can
reduce your biases
What Can You Do?
Do your research• If you’re including a character outside your
own life experiences, be sensitive• Read, listen, and invite people to share
their experiences with you
Increase diversity on your team• Let people tell their own stories
Be aware of Stereotypes and Tokenism• Stereotypes are easy shortcuts to rely on,
but can be harmful• Token characters can add diversity, but
feel pandering or cheap
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What Can You Do?
Be awesome!
• Mistakes happen – just be willing to learn from them• Take critique well• Even one voice in a company can make a difference• You don’t have to be perfect, just don’t be an asshole
Make awesome games!
And on a fun final note…
Most of the illustrations in this presentation are Saints Row fanart.
Shout out to all our fans who draw, write, mod, and otherwise are just really cool.
Recommended Reading:
Ducheneaut N, Wen MH, Yee N, Wadley G. (2009) Body and Mind: A Study of Avatar Personalization in Three Virtual Worlds. CHI 2009, 1151-1160. doi: 10.1145/1518701.1518877
Livingston IJ, Gutwin C, Mandryk RL, Birk M. (2014). How Players Value their Characters in World of Warcraft. CSCW’14. doi: 10.1145/2531602.2531661
Przybylski AK, Weinstein N, Murayama K, Lynch MF, & Ryan RM. (2012). The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be. Psychological Science, 23, 69–76. doi: 10.1177/0956797611418676
Skalski P, Dalisay F, Kushin M, Liu Y. (2012) Need for Presence and Other Motivations for Video Game Play across Genres. ISPR 2012,
Williams D, Martins N, Consalvo M, & Ivory JD. (2009). The Virtual Census: Representations of Gender, Race and Age in Video Games. New Media & Society, 11, 815-834. doi: 10.1177/1461444809105354
Questions?