=Paper=
{{Paper
|id=Vol-3405/paper5
|storemode=property
|title= Extracting game design elements from voice-enabled games: A review of Amazon Alexa skills
|pdfUrl=https://ceur-ws.org/Vol-3405/paper5.pdf
|volume=Vol-3405
|authors=Paula Bräuer, Florian Werner,Athanasios Mazarakis
|dblpUrl=https://dblp.org/rec/conf/gamifin/Brauer0M23
}}
== Extracting game design elements from voice-enabled games: A review of Amazon Alexa skills==
Extracting Game Design Elements from Voice-Enabled Games: A Review of Amazon Alexa Skills Paula Bräuer 1, Florian Werner 1 and Athanasios Mazarakis 2 1 Kiel University, Christian-Albrechts-Platz 4, Kiel, 24118, Germany 2 ZBW-Leibniz Information Centre for Economics, Düsternbrooker Weg 120, Kiel, 24105, Germany Abstract Intelligent virtual assistants such as Amazon Alexa, Siri, and Google Assistant are mainly used to request information or play music. However, they can also be used to play voice-enabled games. So far, very little research has looked at this new form of gaming. To fill this research gap, 29 games from the Amazon Alexa Store were systematically studied and compared with the thee-category-model by Werbach and Hunter, identifying which game design elements are used and how frequently. This allowed us to exemplify the differences between the game design elements used in voice-enabled games and those frequently used in video games and gamification. Furthermore, two game categories were identifiable that were correlated with the game design elements. The investigation of the Alexa games can help to draw new conclusions for the further development of voice-enabled games and to provide implications for the gamification of speech-based applications. Keywords 1 Voice Assistant, Intelligent Personal Assistant, Voice Interaction, Gamification, Game Design 1. Introduction that goes beyond obtaining weather information or playing music [7]. Meanwhile, more and more games for IVAs In recent years, intelligent virtual assistants are being developed. The category "games and (IVAs) such as Amazon Alexa and Google quizzes" now accounts for around 15% of the Assistant have grown in importance in research skills in the German Alexa Store and is the second and practice [4]. IVAs enable new forms of largest of the 21 categories after "music and human-machine interaction through spoken audio." Despite this, there is currently minimal language [24]. This form of interaction is more research on games for IVAs found in the literature intuitive than the usual mouse and keyboard input [4]. [26] and offers advantages such as facilitating Unlike video games, most voice-controlled multitasking, e.g., when cooking or driving, or games do not use visual elements. As a result, all improving accessibility for people with limited information is conveyed via speech, music, or vision. Voice control is also being used as a new other sounds [28]. This is partly because IVAs are element of interaction in video games, although mostly used via smart speakers, many of which, this presents some challenges [2]. Similar to apps like the Amazon Echo Dot or the Google Nest for smartphones, the functionality of an IVA can Mini, do not have a screen. The current crisis at be enhanced by applications from external Amazon, which is struggling with major losses in developers. These applications for IVAs are often the Alexa division [6], indicates how challenging referred to as "skills" [18]. As IVAs continue to it is to make skills appealing. One way to make improve, new skills are being added to their scope skill design more attractive and to motivate more 7th International GamiFIN Conference 2023 (GamiFIN 2023), April 18-21, 2023, Lapland, Finland. EMAIL: p.braeuer@zbw.eu (A. 1); a.mazarakis@zbw.eu (A. 3) ORCID: 0000-0001-5903-8829 (A. 1); 0000-0001-9943-0382 (A. 3) ©️ 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). CEUR Workshop Proceedings (CEUR-WS.org) 47 extensive interactions with an IVA could be authors define game mechanics "as the way gamification [5,8,9,23]. players interact and give input to the game" [15]. Our study aims to systematically analyze The framework provides a good starting point, but voice-enabled games to gain insights into which the set of proposed game design elements seems game design elements are used in the context of very limited compared to other frameworks from IVAs. Through the analysis, based on the game the gamification field [20,31,32]. design elements used, we hope to derive To the best of our knowledge, no work has implications of which elements are suitable for the systematically analyzed which game design gamification of IVA applications. This leads us to elements are used in games or gamified the research question: applications for IVAs. However, several papers RQ: What are the dominant game design have studied gamified apps for smartphones elements used in voice-enabled games for [14,30,33]. Amazon Alexa? One example is the work of Schmidt- To the best of our knowledge, there are Kraepelin et al. [29], who focus on mHealth apps currently no comprehensive studies of Alexa and investigate which gamification concepts can game skills, therefore our study is pioneering the be found in different apps. In addition to capturing field. Chapter two provides some background the game design elements found in the apps information and related work. In the following studied, the authors also look at the relationship chapter, we describe how the games were between the number of game design elements and classified. The results are presented in the fourth user ratings. For apps from the Apple Store, a chapter, and then a discussion follows on how positive correlation was found between user they can be interpreted. Finally, limitations, future ratings and the number of game design elements. research, and a conclusion are presented. Building Existing app reviews are either based on apps on these results, we hope to derive from the Google Play Store or Apple Store [29,33] recommendations as to which game design or on existing literature [14,30]. Since no elements are particularly well suited for the design literature exists so far, an analysis of IVA skills is of voice-based games and possibly also for the performed for our study. To systematically gamification of voice-based applications. analyze which game design elements can already be found in game skills, an existing model will be 2. Related Work used. Werbach and Hunter [32] describe a three- category model, which is one of the best-known gamification frameworks [17,27] with over 4000 In the literature, games for IVAs have received citations on Google Scholar. The authors divide relatively little attention. A paper by Benner et al. 30 elements in their model into three hierarchical [5] addresses the development of a framework for categories, which are illustrated in the form of a the gamification of educational conversational pyramid. Dynamics represent the top level of the agents. For the framework, existing literature on model and are described as the overall picture of chatbots and conversational agents was examined. a gamified application that cannot necessarily be These technologies also work with speech directly influenced [32]. The mechanics are the recognition but are based on written and not model's intermediate level and are designed to spoken language as IVAs. Accordingly, a screen depict basic operations in a gamified application is used to integrate classical visual game design [32]. Finally, the components serve as the model's elements, which is not possible with most smart foundation. They represent the specification of speakers. mechanics and dynamics they embody them and Cicció and Quesada [15] present a framework make them tangible [32]. An overview of all 30 to assist in creating games for IVAs. The elements and their allocation to the three framework is based on the game development categories of the model is shown in Table 1. experiences of the authors and distinguishes four This model by Werbach and Hunter will be components: game design, audio game manager, used to answer our research question and review natural language processor, and help modules. IVA games because it is a common model used in The last three components represent technical gamification research [17,27]. Moreover, it aspects that need to be considered to enable audio provides a relatively wide range of systematically game control as well as speech input. The game constructed elements, and each element is at least design includes five elements: game mechanics, minimally described, which is essential for a goals, story, rewards, and user progression. The consistent classification of the games. 48 3. Method These 1,570 Alexa skills were sorted in descending order by customer rating. This list was 3.1. Selection of skills reduced to the top 45 rated games. The top 45 list still contained Alexa skills that were assigned to In our study, only skills from the Amazon the wrong category by the developers. After Alexa Store were examined since Amazon Alexa reading the Alexa skill descriptions and testing the is the most widely used smart speaker worldwide skills, these were also removed from our analysis. [10]. In addition, Google Assistant, the largest This reduced the number of Alexa skills to be competitor of Amazon Alexa, only suggested reviewed to 29. The selection process for the around 20 applications in the "games and fun" Alexa skills for analysis depicts Figure 1. The list category2. In contrast, an examination of the of Alexa skills with their respective user ratings "games and quizzes" category in the Amazon and classification according to the Amazon Store Alexa Store suggested more than five hundred can be found in the appendix. times the number of skills3. The selection of the Alexa skills to be studied was made on December 2021. For the analysis, 3.2. Game design element the potential Alexa skills were narrowed down by classification first focusing on the German Alexa skill market. The German Alexa market was selected to prevent Next, each Alexa skill of the sample was misunderstandings and problems with speech classified regarding the model by Werbach and recognition, as the native language of the testers Hunter [32]. To reduce classification subjectivity, is German. By the time of data collection, the each Alexa skill on the list was played German Amazon Alexa Store provided more than individually and independently on an Alexa Echo 10,000 skills. Next, the selection of Alexa skills is Dot 2 by two researchers. In addition, an informal focused on the "games and quizzes" category. script was created during testing. The plot of the This category consists of three subcategories: game and special features are documented in this "games," "knowledge and quiz" and "game script. There were two rounds of classification: information and accessories." The last category one while playing each game and a second one does not contain any games and is therefore using the script. The researchers merely classified excluded. The remaining two categories whether a given game design element was applied contained 1,570 Alexa skills. but not to what extent or quality it was implemented. After several days, each game was started again from the beginning. If no additional game design element was identified after another run, the game was not played again. This resulted in an evaluation table for each researcher that described which game contained which game design elements. Inter-coder reliability was measured using Cohen's Kappa. A Cohen's Kappa coefficient of .64 was calculated overall. Thus, a substantial level of agreement between coders was achieved following established guidelines [22]. 4. Results All the 29 Alexa skills examined contained at least one of the game design elements according to Werbach and Hunter's model [32]. The overall Figure 1: Flowchart of the Alexa skill selection mean value of the implemented game design elements was 6.97 per Alexa skill, with a standard 2 3 https://assistant.google.com/explore/c/5/?hl=de-DE https://www.amazon.de/s?bbn=10068461031&rh=n%3A1006846 0031%2Cn%3A10536644031&dc&qid=1672997334&rnid=10068 461031&ref=lp_10068461031_nr_n_18 49 deviation of 2.92. A maximum of 16 and a (roughly translated as “heroism for beginners”), minimum of three game design elements were where the players can achieve eight different identified in individual Alexa skills. Looking at endings by their decisions. the three categories of the model, on average 2.31 The second type are quiz games. In the (SD 0.71) dynamics, 2.86 (SD 1.41) mechanics, Amazon Alexa Store as well, the distinction and 1.79 (SD 1.86) components are found per between games and quizzes is made, suggesting Alexa skill. Table 1 summarizes the frequency at that quizzes take on a special role in voice-enabled which the individual elements were discovered. games. These quiz games consist of a varying number of questions that the user has to answer. Table 1: List of elements according to Werbach The questions in such a quiz can vary daily, as in and Hunter and the frequency at which they were "Quiz des Tages", which could possibly motivate found in the 29 Alexa games analyzed. users to interact with the Alexa skill regularly. Game Design Element Number of Thirteen of the Alexa Skills examined could be Games assigned to the "narrative game" category and Dynamics another thirteen to the "quiz game" category. The Constraints 25 three remaining skills from the sample cannot be Emotions 29 assigned to either category but also do not form a Narrative 13 recognizable category of their own. The list of Progression 1 Alexa skills classified into narrative and quiz Relationships 1 games can be found in the Appendix. Mechanics A statistical analysis shows the correlations Challenges 26 between the two types of games and the game Chance 5 design elements, according to Werbach and Competition 12 Hunter [32]. The data was initially checked for Cooperation 0 normal distribution. The Shapiro-Wilk test Feedback 18 becomes statistically significant for all variables, Resource Acquisition 6 so the data are not normally distributed, and a non- Rewards 4 parametric test (Spearman correlation) is applied Transactions 1 for further analyses. Since all game design Turns 3 elements were correlated with the two game types Win States 9 in this exploratory analysis, the alpha level was set Components to .001 using the Bonferroni correction. Achievements 0 Of the dynamics, the narrative element Avatars 12 correlates with a strongly positive effect with the Badges 0 group of games we assigned to narratives, Boss Fights 1 p < .001, rs = 0.93. The Quiz games, on the other Collections 0 hand, correlate strongly negatively with the Combat 1 narrative dynamic, p < .001, rs = -0.76. Content Unlocking 1 Of the mechanics, narrative games and Gifting 0 resource acquisition correlate with a large Leaderboards 3 positive effect, p = .001, rs = 0.57. Levels 1 Of the group of components, a statistically Points 7 significant correlation was demonstrated for two Quests 13 of the items with the narrative games: avatar Social Graphs 3 correlated with a large positive effect, p < .001, Teams 1 rs = 0.93, and quest also correlated with a large Virtual Goods 9 positive effect, p < .001, rs = 0.86. The quiz Two types of games could be identified during games correlate with two of the components: the testing of the Alexa skills. Some games are avatar with a medium negative effect, p < .001, characterized by the game design element rs = - 0.48, and quest with a strong negative effect, narrative. Generally, the players are guided p = .001, rs = - 0.67. through a story and can make decisions at various Following Schmidt-Kraepelin et al. [29], it is points influencing the course of action. An hypothesized that user ratings are influenced by example is the game "Heldentum für Anfänger" the number of game design elements. To investigate whether there is a correlation between 50 the number of game design elements found and Tippspiel." In this game, the user can bet against the user ratings, it was first checked whether the another player in a real soccer match. The data are normally distributed. Both variables are dynamic relationships is thus implemented not normally distributed according to the Shapiro- through the mechanic competition. In the tested Wilk test: Sum of game design elements p = .004; narrative games, the player's task consists of user rating p < .001. Therefore, again a non- options to choose from or puzzles that lead the parametric test was used. The Spearman player through the narrative. There is no correlation does not become statistically opponent, so the players only complete the tasks significant, and we can assume that there is no to go on. To implement competition in a voice- correlation between the number of game design enabled game, for example, a fictional opponent elements and user rating, p = .103, rs = - 0.31. could be introduced, or there could be the Likewise, no statistically significant correlation possibility to let several players interact with the could be found between the sum of game design game at once. This could be done, for example, by elements and the number of user ratings, p = .674, making turn-based decisions about how different rs = 0.08. players move through the story. Other elements that could be used to implement relationships 5. Discussion could be considered, e.g., the components combat, gift, leaderboard, team, and social graph. These components appear sporadically in our sample. It is noticeable that the more specific the However, the implementation of the components description of the individual elements of Werbach was not very appealing, so no feeling of a and Hunter [32] are, the more rarely they occur in relationship could be perceived during testing. our analysis. The dynamics and mechanics, which Several games implementing a competitive are described in general terms by Werbach and design were found in the sample, and on the other Hunter, occur more frequently in our analysis than hand, not one cooperative game was identified. the components. The components, which are Cooperation seems to be a difficult concept to specified very precisely, can be found only in a apply in the context of IVAs, which may explain few, partly in none of the Alexa skills. An why it was not found in our sample. Bräuer and example of this is the challenge mechanic and the Mazarakis [8] also attempted to compare a boss fight component. In the case of the boss fight, cooperative gamification approach in an IVA it is precisely defined as a specific challenge and application with a competitive one. However, no in which form it occurs. Therefore, it is differences could be found, which was attributed, unsurprising that this precisely defined among other things, to the fact that the component only occurs in three games. While the cooperative and competitive aspects should be mechanic challenge is far more generally defined emphasized more clearly. and therefore was discovered much more A remarkable aspect of our sample is the rare frequently, specifically in 28 out of 29 games. occurrence of game design elements like badges According to Werbach and Hunter [32], the and levels [21], which are typically included in higher levels of their model should be many games and gamified apps. Badges are implemented by those below, as in the example digital artifacts that users receive for completing above. However, this is not always the case in our certain tasks [3]. They are explicitly represented sample. Thus, seven games appear in the sample visually [13]. This visual representation is not that contain elements from the group of dynamics possible in voice-enabled games, which explains and mechanics but none of the components. This why the game design element does not appear in leads to the conclusion that either there are not our sample. A non-visual alternative to badges is enough components for audio games in Werbach achievements, which are often equated with and Hunter's model or that the three categories do badges since both are awarded to the user for not apply to audio games. completing certain tasks [21]. However, in our It is also intriguing that only one game sample, we do not find any games that include included the dynamic relationships. This can be achievements either. It is possible that the attributed to the fact that Alexa games are often implementation of achievements through spoken single-player games. Therefore it is especially language is too distracting and is therefore not challenging to implement this dynamic. In our used in voice-enabled games. sample, the dynamic relationships could only be Levels, which are also frequently used in other identified in the Alexa skill "Das Fußball contexts, do not necessarily require a visual 51 component but are dependent on the player's positive correlation between narrative games and progress [34]. Levels can be expressed in terms of the quest element. A positive correlation among missions that are completed to reach the end of the narrative games can also be seen in the game game, increasing difficulty, or an improvement in design element resource acquisition. The player the player's experience and skills [19]. However, sometimes acquires items in the game world that no form of progress was evident in most of the can be relevant later on in the narrative. An games studied. This lack of progress can be example is the skill "Escape Room," where the attributed to the brevity of most games. player can unlock a crowbar that can be used to Our study offers added value as a complement gain access to further items in the game. to the audio game framework of Ciccío and The negative link between quiz games and the Quesada [15]. The framework provides a good narrative dynamic, as well as with the elements basis to guide developers in creating audio games. avatar and quests, supports the classification of However, the framework offers only a small set of games into these two types. In most quiz games, game design elements. Building on our work, the there is no game world for the players to explore. list of five elements presented in the framework Consequently, designing an avatar to represent can be extended. For example, quests, avatars, the player in the virtual world is not necessary. No virtual goods, or points could be dynamics that are quests are defined, only questions are asked and well-suited to be used in voice-enabled games. answered without a more profound mission. Quiz Furthermore, it seems that all the mechanics can games usually seem to follow a constant pattern. be implemented well, except for cooperation. First, a question is asked, and the player can Unlike Schmidt-Kraepelin et al. [29], no answer. Afterward, the player gets feedback on correlation between the number of game design whether the answer is right or wrong. If the elements and the user rating of the Alexa skills answer is correct, the player sometimes gets a could be demonstrated. This could be attributed to reward. It is also possible to punish the player for the fact that our sample consisted of games and wrong answers, e.g., by deducting points. Then not gamified mHealth apps. In a game, unlike a usually, a new turn begins with another question. gamified application, the focus is not only on It is also noticeable that, according to our using game design elements but also on creating a classification, significantly more games can be gameful experience [16]. Thus, it can be assumed assigned to quizzes than specified in the Alexa that a successful interaction of the elements has a Store categories (we assigned 13 compared to four stronger influence on how well a game is in the Alexa store). In this sample, the division of evaluated. Therefore, in gamified apps, it makes games into the two types was very clear. sense to consider whether the integration of more Nevertheless, quiz, and narrative games need not game design elements positively influences the always to represent two disjoint sets. For example, evaluation of the application since the actual it would be perfectly possible to combine a quiz application should be complemented by adding with a narrative. game design elements. In gamification research, The three games that cannot be assigned to one using multiple game design elements is not of the two types have some real-world reference. unusual but not entirely free of criticism [23]. One is the previously described game “Das A closer look at the two types of games Fußball Tippspiel.” The other two are old identified during testing reveals how games for children's games: “Schnick Schnack Schnuck” IVAs are currently implemented. By correlating (rock paper scissors), where the player can the two types of games with the game design compete against Alexa or other users in the hand elements, implications can also be derived on how game by choosing orally one of the three shapes. narrative and quiz games can be realized. In the game “Stopptanz,” players dance around Narrative games are characterized by the the room and must stop moving when the music narrative dynamic. There is a significant stops. Whoever moves last is kicked out. correlation with the game design element avatar Most of the Alexa skills are relatively simple, as well. In narrative games, the player mostly which is not surprising given the technical moves through a game world. In this world, the limitations taken into account in IVA player takes over a role that is embodied by an development. For example, push notifications avatar. As this avatar, the player can act in the cannot usually be sent to remind the player to game world. The avatar usually has one or more come back. In addition to limiting the output to quests, which the player should fulfill to reach the audio, designing the input is challenging, as all end of the game. This is also evident in the inputs are state-dependent. For example, inputting 52 "yes" in one state will cause the game to end, and ranked in the German Amazon Alexa store. Errors in another state, the avatar will put on his armor. included outdated information in quiz games or technical problems that caused the games to crash. 6. Limitations and future research This made testing difficult since the games had to be started from the beginning repeatedly, which made playing the games challenging. A limiting factor of our study is the Another issue was that in some cases, Alexa categorization, according to Werbach and Hunter did not understand every voice input correctly, or [32]. The model was chosen due to its spread, what was said could not be realized in the game. relatively large number of elements, systematic This resulted in some sections of games not being structure, and the provision of descriptions of the able to be explored or game variations only being elements. There is, however, a multiplicity of minimally tested. Currently, many voice-enabled further models on the basis that one could try to games have not yet met the expectations seen in classify voice-enabled games. Particularly from science fiction examples [1]. However, the the category of components, some elements do not potential of voice-enabled games is already appear at all in our sample and may not fit the emerging, and through systematic investigation, audio context, such as badges. Other models the design can be steadily improved. could possibly offer more components that are better implemented without visual support. For example, Thiebes et al. [31] mention audio 7. Conclusion feedback in addition to classical feedback. Koivisto and Hamari [20] identify other elements In our study, a systematic analysis of game that can be implemented acoustically, such as design elements in voice-enabled games for timer, reminder, and virtual world. Amazon Alexa was conducted. The analysis Another limitation is the restriction to shows which game design elements are used how German-language Alexa skills. Voice assistants often. Based on this, initial implications can be are more widely used in the USA than in Germany derived as to which game design elements are [11,12]. Accordingly, there are significantly more particularly good to implement in the context of skills in the US Alexa Store. By looking at the IVAs, such as narrative, feedback, points, or English-language Alexa skills, a significantly quests, and which ones rather not, such as badges larger sample of games could be examined. and levels. The results give a first impression of In our study, the focus was put on Alexa skills how gamification could be designed in the context that can be found among the top-rated ones to get of IVAs. At the same time, the results show that an impression of which game design elements are IVA games are mostly designed as either quizzes particularly suitable. In further studies, games or narratives. Further studies could investigate rated lower could also be considered for which other game design elements, especially comparison. This could provide insights into from the field of audio games, are used in the which game design elements might be unsuitable context of IVAs. and disrupt the game experience. In video games auditory icons and earcons are 8. References additional options to convey information via audio [25]. These can also be used to illustrate information like the advancement in a level or the [1] Fraser Allison, Marcus Carter, Martin Gibbs, and Wally Smith. 2018. Design Patterns for unlocking of a badge. A follow-up study could look at how these are used in IVA games. Voice Interaction in Games. In Proceedings Another way to expand on our study would be of the 2018 Annual Symposium on Computer- to examine the game types more. 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Rating Game type by Game type Amazon Name of the skill Stars Count Games Knowledge Narrative Quiz & Quiz Das Fußball Tippspiel 5 23 1 0 0 0 Escape Room 4.5 599 1 0 1 0 Twist Tale 4.5 23 1 0 1 0 TKKG-Mein Abenteuer 4 27 1 0 1 0 Love Stories 4.5 20 1 0 1 0 Quiz des Tages 4 10626 0 1 0 1 Kinderquiz Richtig oder Falsch? 4.5 2698 1 0 0 1 Star Commander 4 52 1 0 1 0 Japan Quiz 5 7 1 0 0 1 Camp Fires 5 6 1 0 1 0 Meine Ferien auf dem Martinshof 4 1563 1 0 1 0 Schwäbisch Quiz mit Schwäbman von 4.5 44 0 1 0 1 Antenne 1 Rittermanager 4.5 550 1 0 1 0 Ja, Hoheit 4 181 1 0 1 0 Falsch ist Richtig- Das total Verrückte 4.5 13 1 0 0 1 Quiz Das Rätsel des Tages 4 7135 1 0 0 1 Limostand 4 2397 1 0 1 0 Heldentum für Anfänger 4.5 14 1 0 1 0 Twenty Questions 3.5 19 1 0 0 1 Nationalhymnen raten 5 4 0 1 0 1 Wörterfuchs 5 4 1 0 0 1 Schnick Schnack Schnuk 4 4991 1 0 0 1 Stopptanz 4 2888 1 0 0 0 Mein Königreich 4 1525 1 0 0 0 Der Zauberwald 3.5 235 1 0 1 0 Tierspiel 4 992 1 0 1 0 Knoppers Quiz 4 463 1 0 0 1 Das Ultimative Hip Hop Quiz 5 9 0 1 0 1 Akinator 4 16767 1 0 0 1 56