I accidentally’d a game at Update Show and called it #selfiequest

This past Saturday Esther MacCallum-Stewart and myself gave a talk about the state of games education and research in the United Kingdom at Update Show. (There was, of course, a particular shout out to the newly formed DiGRA UK chapter.) I have been informed that the videos of the talk are being edited and will be uploaded shortly.

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As soon as the talks are available, I’ll be sure to link them. This post, however short it might be, is about how I accidentally made a game during the Update Show afterparty. The game, entitled #selfiequest is detailed below. I hope to see some of you playing it this summer!

The Birth of #selfiequest

There is always a strong digital presence at in-the-flesh networking events. Whether this presence takes the form of carefully printed links on business cards, Facebook posts about the event, or quickly snapped selfies, everyone is connected online as they try to establish connections offline. Especially when the bartenders offer free wifi passwords along with free drinks. After 20:00 on Saturday night, my Twitter feed started to flood with pictures like this one:

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I happened to take this picture (and forgot the flash was on, ahem), so I am as guilty as everyone else.

Some folks, researchers included, are troubled by this reliance on digital media- particularly when it seems to supplant ‘normal’ or ‘traditional’ methods- such as talking to people face-to-face. My personal philosophy is that online and offline interactions are two sides of the same coin which blend together to make a cohesive social experience. Saying that, there is always the danger of the formation of cliques.

Perhaps more prevalent in-the-flesh (as people tend to pick a spot in the room and sit there the entire night), there are power structures, hierarchies, fears of rejection, awkwardness, and small talk over who sits where and when and for how long. Sometimes this works out for the best and a former group of strangers sit together, dig their roots in, and form a brand new social group. Often what happens instead, however, is that people coalesce around common contacts and the room quickly turns into a high school cafeteria. This annoys me far more than selfies ever could. So, to fix this, I made a game.

#selfiequest

The Goal

To find an anonymous Twitter user at the same event as you and take an awkward selfie with them (if they consent). Also, to make contacts in-the-flesh as well as through Twitter.

What You Need 

  • A Twitter account
  • A smart phone/tablet with camera
  • An event with 25+ people. This can be a conference, convention, concert, etc.

How to Play

  1. There are two roles: The Quester and The Tweeter. Any time someone tweets a picture of an event, they become The Tweeter (whether they realise it or not) and the game starts. So, log into Twitter and follow the event organiser and/or search relevant hashtags to find the first photo- or become The Tweeter yourself by taking the first photo!
  2. Using only the tweeted event photo, The Tweeter’s user photo/background image, The Quester must embark on an epic mission to find them in the flesh. Use strategy! Use the setting/décor found in the photo to locate the general area The Tweeter might be at or ask random people if they happen to know the user by showing them the tweet.
  3. Once found, the ritual must be completed and the magic circle closed. The Quester must take a selfie with The Tweeter (as long as they consent), and tweet it to show others playing the game that a point was just scored. If The Tweeter does not want to be in the photo, then a simple “I just met The Quester” tweet is sufficient.

The Rules

  1. At any time The Quester may ask anyone at the event for help locating The Tweeter– but The Quester must ask them one-on-one and in-the-flesh. Tweeting for help or shouting is forbidden.
  2. When The Quester asks someone for help, they must introduce themselves and explain the game. This not only widens social circles, but also spreads the game to new players. The more folks playing, the merrier!
  3. If you have played the game before and are approached by a Quester asking after someone you don’t know, you must respond (regardless of gender) “I’m sorry, but your princess is in another castle”. This indicates that you know of, and have played/are playing the game and thus don’t need it explained. Expediency is valuable in the game of tweets.
  4. Once The Quester has found The Tweeter and completed their mission, they must tweet to score points. 1 point is awarded for a confirmation tweet from The Tweeter. For example, “Quester @_____ just found me! Well done!” -OR- 1 point is awarded for a selfie which features The Quester and The Tweeter.
  5. The game ends when the event does. Scores are added by going through past tweets. The winner wins… well, the most new contacts!

Final Thoughts

This game has only been played once, so I’m sure there are a few bugs to work out, but I think the overall concept works well. I hope to see some of you playing #selfiequest during your summer conference and festival adventures. If you do decide to play, tweet me, k? I’d like to see my game-baby grow.

Until next time,

Ashley

Beta Test

What better way to test my blogging skills than by starting with a blog about beta tests?

If you have any sort of presence on social media and enjoy videogames, it is very likely you have recently been bombarded by hundreds of tweets and status updates from people who have been invited to beta test a new MMO. I, obnoxiously, am one of those people. Unfortunately, due to the nondisclosure agreement I signed when I agreed to the test, I can’t mention the name of the game (but I am sure you can figure it out anyway). This post isn’t about the game, luckily, or else I wouldn’t have very much I could talk about. Instead, this post is about the importance of beta testing as a facet of videogame culture.

As most of you will hopefully know, beta testing is a type of testing in which a piece of software, such as a videogame, is released to select members of the public outside the development studio to test for bugs. Other things can also be tested for, such as satisfaction of shareholders, functionality of promised product specifications, stress testing servers and viability of marketing strategies. Actually, it has become a marketing strategy in and of itself with many MMOs offering beta tests to anyone who preorders the game. (This has come under heavy criticism for obvious reasons.) But I digress… The main purpose of this post is to talk about the social functionality of a beta test and what it means for fans and researchers.

Opening your inbox and sifting through junk mail to find a beta invite is a little bit like Charlie unwrapping the chocolate bar to find the golden ticket. You have been chosen. You are special. You get to come to the front of the queue and see everything before anyone else… And you get bragging rights. This is precisely why it is such a good marketing strategy. It builds brand loyalty and exclusivity before the product is even on the shelves.

It is also an event- a spectacle to behold. When I get invited to a beta weekend, my entire life is restructured. I go grocery shopping to stock up on ready meals, cancel plans with friends, and- perhaps most extreme- rearrange my sleep pattern. Since most betas launch Friday evenings in the USA, that’s quite late for the UK. To account for this, I will stay up ridiculously late the night before, sleep in and nap during the day, and have a stockpile of caffeine at the ready to play through the night. I change my biological clock to meet the schedule of a game developer half a world away to, essentially, give them free labour. It’s insane, I know.

However, as game researchers, I feel that some of us should go to rather extreme lengths to partake, observe, and experience what a beta opening is. The last time I had the opportunity to be on the front lines of a beta was for Diablo III on 15 May 2012. I, like many others, experienced a terrible server error which meant I couldn’t log in to the game straight away. Looking up the solution to mysterious error code 33 sent me to Blizzard’s forums. There I discovered I wasn’t the only one experiencing this frustration.

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I took screenshots (and later anonymised them) to have a record of how players were reacting to the servers being down. The above image is an example of the typical responses I witnessed. From snarky posts gloating over the fact some people got in straight away to legitimate statements and questions about current server conditions to rage posts directed at the developer, I was rather amused how some players turned the server error into a play activity in and of itself. The bragging and back-and-forth rage between players became an antagonistic sort of play. I’m tempted to code these player responses into modalities to see if it tells us more about community reactions under stress. I mean, in multiple ways the Diablo III beta was a stress test for servers and people.

But perhaps I will have to do that later. For now, I need to go grocery shopping and stock up on ready meals. It is almost time to join the hordes of other testers on the field of battle to charge through the game’s gates for glory and bragging rights.

See you in a week,

Ashley