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      <title-group>
        <article-title>The Patterns Experience Evaluation Program</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Klaus P. Jantke</string-name>
          <email>klaus.jantke@idmt.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fraunhofer IDMT, Children's Media Dept.</institution>
          ,
          <addr-line>Hirschlachufer 7, 99084 Erfurt</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Patterns in the experience of game playing are key to understand the impact of digital games. The author's approach starts from a firmly based pattern concept which is introduced first. Next, the relevance of the concept is exemplified by means of a few digital games studies. Finally, after the concepts has been made clear and the occurrence of the concepts in practice has been demonstrated, the author's evaluation program is shortly layed out. This program shall be implemented in forthcoming experiments.</p>
      </abstract>
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      <title>-</title>
      <p>Clearly, they should demonstrate that their answer may be exploited somehow
operationally. Suppose an answer is given, let’s use it for the computerized control
of a piano which plays more like Barenboim than like Uchida or vice versa. It works!</p>
      <p>
        There has been found a rather simple descriptional language just using loudness
and speed of play (measured in beats per minute) to describe game playing over
time [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. If the two parameters of loudness and speed are recorded and visualized
in a 2-dimensional diagram, say by read dots, the progress over time shows as the
movement of the dots. If dots stay for a while in the diagram, perhaps, just shrinking
in size, the result looks like a worm moving through the 2-dimensional space.
      </p>
      <p>
        When playing the same piece of music, Uchida’s worm (in the left diagramm
of figure 1) moves differently from Barenboim’s worm (right in the front). Features
such as bending and accelerations may be extracted and used for reproducing sound
resembling a particular artist’s play [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Now, that we have seen that it works for music, let’s try it for digital game
playing as well. In a recent application project with Ubisoft, patterns are investigated.
2</p>
      <p>An Intuitive Approach to Patterns in a Study Experiment
The author has developed a particularly simple track game named Gorge which
mostly serves as a research tool to study elementary problems of media impact.
There are several dozens of slightly verying implementations for different purposes.</p>
      <p>
        In Gorge, although the game is extremely simple, players may choose from
a spectrum of tactics varying from an altruistic through a widely ignorant to an
aggressive and defecting behavior. Non-player characters (NPCs, for short) may
be tuned to the one or the other characteristics. When human players meet those
NPCs, they experience quite different developments of stories during game play. In
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] there has been elaborated the hypothesis that setting appropriate characters of
NPCs may trigger the emergence of substantially different stories. These authors’
central hypothesis is: Character is crucial to interactive storytelling.
      </p>
      <p>But how does it happen? Gorge serves as a tool to find answers by example.
On the board, all players have to move from the start area close to the top to the
end of track at the bottom of the window. There is a target area of 6 subsequent
fields on which the score is the higher the closer the players are to the very end of
the area. When players have rolled a dice, they may choose among their 4 pawns
which one to move. A variety of conflicts may arise. The most interesting problem
is to cross a gorge. Gorges can only be passed by one player’s pawn, if another pawn
stepped down into the gorge before. The precondition for the quite altruistic act of
stepping down into a gorge is that two pawns meet immediately before the gorge
to form what is called a roped party. One of them may climb down.</p>
      <p>The game Gorge is currently in use within a series of qualitative research
experiments1 with subjects of an age ranging from 13 to 18. It was a first surprise
that even 18 years old young male subjects used to play Counterstrike: Source
found it interesting to play Gorge and to set up NPC characters to drive game
playing experience.</p>
      <p>The subjects implicitly identified patterns in game playing experiences and found
it exciting to adjust NPC characters such that instances of patterns occur
repeatedly.</p>
      <p>These subjects have been slightly later introduced to the point &amp; click adventure
Secret Files: Tunguska (see below) in which they found instances of patterns
self-reliantly.</p>
      <p>
        The author’s approach has been motivated by Bruce Philips call for concepts
describing game playing experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
1 The author’s experiments have been supported by his colleagues Swen Gaudl, Denise
Lengyel, Melanie Meder, Alexandra Neumann, and Claudia Staats. The social-sciences
grounding (see [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ], e.g.) of the experiments has been supervised by Imke Hoppe.
      </p>
      <p>Introduction to Pattern Concepts of a Varying Generality
When you, in playing a digital game such as Gorge, repeatedly experience instances
of a behavior such as [building a roped party] – [stepping into the gorge] – [passing
the gorge], e.g., this results in a certain atmosphere of cooperation. Continuously
struggling and fighting results in a different atmosphere. There are paramount cases
in which the atmosphere perceived by a human player strongly correlates with the
repeated appearance of some structural regularities of game play.</p>
      <p>These structural regularities shall be called patterns and whatever we recognize
of such a pattern is called an instance of this pattern. Note that you never see
a pattern, you only see instances. And when you see an instance, it might be an
instance of several different patterns.</p>
      <p>
        There is a large variety of approaches to patterns in science and engineering
[
        <xref ref-type="bibr" rid="ref1 ref10 ref8 ref9">8, 9, 10, 1</xref>
        ]. Very roughly speaking, patterns represent generalities of structures
which may show in different instances differently. Therefore, scientific usage of the
pattern idea requires structural representations [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        What humans experience throughout media reception is highly individual, rarely
explicit and typically not formal. Science always means abstraction [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The
author’s present research is based on hierarchically structured abstractions of the
activities that take place when playing a digital game. There has been developed
an original approach to patterns in game playing expressed in logical terms [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>For more clarity, a few simple notions and notation will be introduced.</p>
      <p>Assume we have a particular game under consideration. Whenever a reference
is necessary, this game will be named G. In the most simple cases, there is a clearly
distinguished set of actions that may be performed when playing the games. Those
actions may be performed by a single player, by several players, or by the
digital game, i.e. by a computer system. What is taken into account depends on the
scientific interest driving our investigations. When a decision is made, M is used
to denote the set of all considered actions-M is chosen as reference to the term
“move”-in the game.</p>
      <p>Playing a game means interacting intensively and extensively. One action
follows the other. Abstracting from many details, one may represent game playing
by sequences of actions from M . In theoretical computer science, it is common to
denote the set of all possible finite sequences of elements from some set M by M ∗.
For theoretical reasons, the empty word ε is enclosed.</p>
      <p>Given a game G and the actions M of interest, M ∗ is completely specified. But
what is the game play we are interested in?</p>
      <p>To keep it short and simple in the present publication, the concepts introduced
focus mostly those games in which it makes sense to speak about a completed game
play. This applies to most simulation and sports games, to all jump ’n’ run games,
to all point &amp; click adventures, and to all games that tell a story. Some sequences
of actions establish a completed game play whereas others do not.</p>
      <p>Given a game G and the actions M of interest, the term Π(G) denotes the subset
of M ∗ of all those sequences that represent some completed game play, Π(G) ⊆ M ∗.</p>
      <p>Π(G) consists of sequences of symbols from M . Every sequence π ∈ Π(G)
describes what happens during a particular game play. The choice of M reflects our
decision about the granularity of game play descriptions. Two different sequences
π1, π2 ∈ Π(G) of game playing experience may describe game plays of different
players or of one game player at different occasions. For interesting digital games,
Π(G) is usually infinite.</p>
      <p>
        The conceptualization of this section provides a firm background of the present
investigations in formal language theory [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The stage is set to see patterns as
properties of substrings of a given string. Any string that has the corresponding
property is called an instance of the pattern under consideration [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Patterns of Game Playing Experience – Search for Impact
Following Raph Koster’s outline [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] based in his own game design practice, playability–
surely a key issue of digital game design and development–depends on the player’s
ability to get the game mechanics under control. This means learning.
      </p>
      <p>In the quite conventional, but rather fascinating point ’n’ click adventure named
Shadow of Destiny, your avatar is frequently stabbed to death or murdered in
a different way. Successful game play includes learning of how to overcome these
problems. There is a general pattern of problem solving: Travel back in time and
remove necessary preconditions of your murder.</p>
      <p>In the game Secret Files: Tunguska you play the female avatar Nina seen
in both screenshots of figure 2 above. Nina wants to find her father who somehow
mysteriously disappeared. There are several obstacles on Nina’s way. It turns out
that there is a general pattern of overcoming these difficulties.</p>
      <p>A first instance shows as follows. You have to go to some railway station which
is heavily guarded. There is no way to get in. Next to the railway station you find
a worker at a manhole (right screenshot in figure 2). Successful game play proceeds
as follows: (i) You need to understand that you have to lure away this particular
person. (ii) You need to gather some information that might be useful. (iii) You need
to set a trap based on the information you could acquire. (iv) If you did well, the
person is somehow brought out of your way. (v) You can proceed in game playing.
In the particular case under consideration, you send Nina into the manhole.</p>
      <p>Instances of this pattern show about a dozen times in Secret Files: Tunguska.</p>
      <p>Anno 1404 is the newest game of the quite successful Anno series. It is highly
complex and seems to rely on almost uncountably many patterns. A closer look
reveals that there are already a few quite elementary patterns that may be crucial
to the acceptance resp. rejection of the game by particular recipients.</p>
      <p>In this strategic game your core activities are setting up and developing
settlements as well as fighting battles; many of these activities are triggered by requests
from persons who ask you for help. Everyone playing the game has to respond to
those requirements, i.e. to get engaged in quests to solve them.</p>
      <p>How do the quests, their occurence and their relative mutual positions influence
the experience of game play? What about nesting vs. sequentiality? Is there an
optimal or a maximal depth of nesting relevant to fun of playing the game? What
about overlapping quests? Does overlapping confuse the players? Or is overlapping
an indication of freedom to decide which of the problems to solve first?</p>
      <p>Being in control of a game means, somehow, being able to answer those questions.</p>
      <p>The Patterns Evaluation Problem in Playing Experience
Given any digital game, the study of the experience and perception of patterns in
game playing is just one approach among many others.</p>
      <p>Here is the core approach to the evaluation of experiencing patterns. We assume
that a particular game G is given.</p>
      <p>When we succeed in a process like
the one on display on figure 3, we have–
according to our notations and, in
particular, according to the chosen level of
granularity–found the occurrence of
patterns in human game playing. Furthermore,
we may have recorded game play (videos,
e.g.) documenting the players’ reaction to
what happened in the game play itself. So,
we are ready for an evaluation. The
preevaluation process does provide the data.</p>
      <p>Did the players recognize what we have
considered to be the instance of a pattern?
Did they perceive the pattern instances
consciously? Did the players react to the
occurrence? How did they react?</p>
      <p>For particular classes of patterns and
their instances, concerning violence, e.g.,
one may ask more specific questions.</p>
      <p>Last but not least, there will be surely
a need for feedback in the process of
figure 3. In dependence on some outcomes of
experiments, there may become explicit a
need of changing the expressive tools such Fig. 3. Pre-Evaluation Process Model
as M or the modification of the pattern(s) under consideration. It is an exciting
problem in its own rights to find an appropriate level of abstraction supporting the
current research interest in an optimal way.</p>
      <p>To which of the problems under consideration are qualitative or quantitative
methods appropriate? In which cases (in dependence on the game or independence
on varying patterns for a fixed digital game) do we need a particular combination
of qualitative and quantitative methods?</p>
      <p>The author’s pattern experience evaluation program is an attempt to systematize
all the issues sketched above.
6</p>
      <p>The Perspective of Learning and Knowledge Discovery
The few words in this closing chapter are surely going beyond the limits of the
present publication. However, the author is finding it worth to widen the horizon
and pointing to the quite enormous potentials of interdisciplinary communication
and, perhaps, even cooperation.</p>
      <p>Let us turn the perspective outlined above and let us drop the pre-evaluation
process model on display in figure 3. Let us take, instead, a player-centered stand.</p>
      <p>We are observing human game playing behavior, we are recording it in different
forms such as log files or videos, e.g. From this source we extract effects and affects
of interest–moments when the playing subjects are frightened or periods of playing
time when they appeared particularly excited, concentrated or obviously bored, e.g.</p>
      <p>
        Now we map the recorded game playing experience or, at least the parts of
interest, to formal language representations over some alphabet M as done before.
For certain effects of interest, we have–formally speaking–some recorded game play
π ∈ Π(G) in which we can mark certain substrings π1, π2, . . . πn which are of
potential interest. π1, π2, . . . πn are hypothesized of being instances of a currently
unknown pattern ϕ. It arises a pattern inference problem as studied in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. However,
our underlying data are a bit more vague than in the cases studied by Dana Angluin.
iven any of the instancesπi, we are not definitely sure about the begin and the end
of πi in π.
      </p>
      <p>This difficult constellation does clearly call for the exploitation of knowledge
discovery experience or, even better, for an in-depth cooperation with experts in
the field of knowledge discovery.
7</p>
      <p>Acknowledgement
The first version of the present manuscript has been submitted when the author has
been visiting the Meme Media Lab. at the Hokkaido University Sapporo, Japan.</p>
      <p>The present research and development has been partially supported by the
Thuringian Ministry for Culture within the project iCycle under contract PE-004-2-1.
This article was processed using the LATEX macro package with LLNCS style</p>
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