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Data Gathering

This week's data gathering was conducted to collect data on people's experiences with games, their interest in their neighbors, and their awareness of domestic violence. Through this, EAGLE's NEBULA team aimed to explore cautionary measures to consider when creating interactive games in the future and effective ways to convey messages to users.

01

Interview Questions

[Game]

  1. Do you have a preferred type of game? (e.g. RPG, FPS, etc.)

    1. Could you explain why you prefer it?

  2. When playing games, what do you consider to be the most important element? (e.g. characters, story, graphics, etc.)

  3. Have you ever played a game that contained a message?

    1. If so, could you describe how the message was conveyed and if it still remains with you?

  4. Do you believe that uploading the results of a psychological test game to social media has a motivating effect on game participation?

[Child Domestic Violence]

  1. Tell us about your living environment

  2. How do you react when you encounter one of your neighbors?

  3. Tell me the most recent or shocking case of domestic violence case in Korea

  4. Have you ever came across media content about domestic violence (e.g. prevention methods, response methods, severity, etc.) ? If so, could you please describe what the content was about?

  5. In what situation do you encounter children? (Under 15 years old)

  6. How would you react if you see a child who appears to be in a difficult situation (e.g. Crying chid)

01

Interview Responses

[Participants]

1. YeahGang​

2. YiYun

3. Harin

[Game]

1. Do you have a preferred type of game? (e.g. RPG, FPS, etc.)

YeahGang: Riddles, escape rooms, and simulation games like MapleStory.

YiYun:  Action-adventure or story-driven games like The Legend of Zelda.

Harin: Healing games or games with high levels of freedom include Animal Crossing, The Sims, and Stardew Valley.

1-1. Could you explain why you prefer it?

YeahGang: Enjoys playing games for the sake of playing but struggles with games that involve competition against other players. She does not find the competition itself interesting.

YiYun: Prefers games with a defined story and finds that games without a clear final goal become boring quickly. Graphics are also important to her. She feels that games with a story are different from movies or anime because games allow for active participation.

Harin: Enjoys games like The Legend of Zelda and MapleStory that provide a sense of achievement and satisfaction through completing quests. She also enjoys puzzle-solving games like escape rooms that offer concrete goals and a step-by-step process to reach a solution.

2. When playing games, what do you consider to be the most important element? (e.g. characters, story, graphics, etc.)

YeahGang: Values external factors like design and graphics and tends to prefer simulation games as a specific genre.

YiYun:  Values overall concept and atmosphere and prefers games with a unique sense of eeriness, scary atmosphere, and mystery. However, recent series with lighter moods and background music have led to a decrease in interest.

Harin: Considers background music important in games like Professor Layton or Maplestory. Prefers quests with a suitable level of difficulty that provides a sense of achievement.

3. Have you ever played a game that contained a message?

3-1. If so, could you describe how the message was conveyed and if it still remains with you?

YeahGang: I don't have anything specific in mind, but I'm willing to play games if they catch my interest. I don't mind games with a direct message or social meaning, but it depends on the topic. If the social message is forced or sudden, I might have some resistance. I prefer social messages that are seamlessly woven into a natural story.

YiYun:  I have not played the game 'Inside', but watched a Youtube video about it, a two-hour playthrough. Even after seeing the ending, I was left wondering, "What was that?" The game demanded interpretation, and I thought this is a clever way to convey a message. The message conveyed through the story stuck with me.

Harin: I haven't played games that throw social issues at me. If a game's intent is to convey a message, it should balance fun with the message. If a game is too obviously a means to an end, I would think, 'Is it really suitable for learning?' If the message is clear, it should be presented in an engaging way with a plausible story and fun gameplay.

4. Do you believe that uploading the results of a psychological test game to social media has a motivating effect on game participation?

YeahGang: If one person does it, everyone else will also post it on Instagram. If I find it fun, I would also participate and ask for the link.

YiYun: I think it can be quite effective. Since the results of psychological tests vary for each person, everyone would be curious about their own results and would participate.

Harin: The existence of the test itself can be promoted through Instagram, so it would be effective. However, since most of these tests are short and simple, they tend to be more effective. Longer and more complex games may not be as effective

[Domestic Violence]

1. Tell us about your living environment

YeahGang: Living alone

YiYun:  Living with family. Living in an apartment in 용인

Harin: Living alone in a studio apartment (오피스텔)

2. How do you react when you encounter one of your neighbors? 

YeahGang: From the apartment where I live alone, I do not say hello to my neighbors. However, when I stay at my parent’s house, I say hello to neighbors that I know, or my mother’s friends.

YiYun: I always say hello to my neighbors. It became one of my habits. I always greet them whenever I meet them in the elevator. I sometimes do smalltalk with neighbors that I know well.

Harin: From my parent’s house, my friend lives right in front of our house. So I often say hello to my friend and her mother. 

3. Tell me the most recent or shocking case of domestic violence case in Korea

YeahGang:  I recently read the news article about ‘양천구 양부모 학대 사건’. I usually see those kind of issue through social media. My friends re-gram them through their IG story.

YiYun:   I also saw the case that 예강 mentioned. I watch dramas a lot, and the Netflix drama ‘The Glory’ depicts child domestic violence as well.

Harin: The one that I remember the most is the story of my friend’s family. He casually said that his father used to hit him and his brother a lot when he was young. He also mentioned that his father is a very impulsive person. It was not serious but he told me his memory is related to domestic violence.

4. Have you ever came across media content about domestic violence (e.g. prevention methods, response methods, severity, etc.) ? If so, could you please describe what the content was about?

YeahGang: Webtoon.

YiYun: Dramas such as ‘The Glory’ or ‘The Goblet’.

Harin: Educational video provided by the school. I think those videos were about human rights, and one of the topics was about domestic violence. 

YiYun: I also watched the video mentioned by 하린. However, I think I didn’t really pay attention to it.

5. In what situation do you encounter children? (Under 15 years old)

YeahGang: I live in a college town. I rarely see children.

YiYun: There is an elementary school right in front of my house. I think I see children during weekends and in the evening when I go tutoring.

Harin: There is an elementary school right in front of my house as well. My parents’ house is located in a neighborhood with a lot of children. I also see them in church every Sunday. 

6. How would you react if you see a child who appears to be in a difficult situation (e.g. Crying chid)

YeahGang: I have the desire to help, but I'm not sure if I can realistically provide assistance. I can help if it's just a matter of getting lost or crying, but if it's domestic violence, I cannot help. I can look into the system, but anything beyond that is difficult.

YiYun: I have the thought that if I get involved in a big issue like domestic violence and something goes wrong, what will happen to me? So I think I would just stop at reporting. However, I am willing to actively help if it's a matter of getting lost or losing parents, and I have experience with it.

Harin: I think I would actively help if I personally know the child. However, I cannot help if I just come across a crying child on the street without any context. It seems like an excessive action to rush in without knowing the situation.

02

Questionnaires

We have conducted a survey regarding 20-30 years old people’s recognition and experience on interactive serious games.

70 responses were collected through Google Forms.​

[A screenshot of the survey we have conducted: https://forms.gle/gVDWe3ueZiPHUWKg7]

In case the respondents are not familiar with terms like 'interactive contents' and 'serious games', we have included basic explanations of the terms and images of a sample game. 

Result

Most of our respondents were 20-30 years old, consisted 71.4% of women and 28.6% of men. 54.3% of our respondents did not have experience in participating in interactive serious game contents, and 45.7% of our respondents had experience in participating in interactive serious game contents.

For those who have experience in playing the game, we have asked them (1) the reason or motivation to playing the game, (2) if they played the game until the end, what was the reason for doing so, (3) if they did not play the game until the end, what was the reason for doing so, and (4) what were some entertaining factors while playing the game.

(1) Reasons/Motivations for playing the game

1. The topic of the game seemed interesting / I felt like playing the game after encountering the result page shared at other people's SNS: 68.8%

2. The visual factors of the game like illustrations and character design was interesting: 28.1%

3. Recommendations from others: 21.9%

(2) The reason for playing the game until the end

1. Curious about my result: 81.3%

2. Immersive storyline: 43.8%

3. The game was entertaining: 25%

(3) The reason for NOT playing the game until the end

0. I played the game until the end: 46.9% (meaning that most users do not quit playing the game once they begin playing it)

1. The storyline was not immersive enough: 25%

2. The game was boring / Not being interested in the result anymore: 15.6%

(4) Entertaining factors of the game

1. The story based on my selection (선택형 게임 진행 방식): 78.1%

2. Appealing visual aspects (Illustrations etc.): 56.3%

3. Different options of result pages: 46.9%

We also asked them questions regarding the learning experience after playing the game.

The questions were: (5) How beneficial was the game for gaining knowledge on the related field?, (6) Did your awareness regarding the addressed social issue enhance?, and (7) How much new information were you exposed to when playing the game?

These three questions were designed in likert scale, so that the respondents could rate their experience through measurable units.

(5) How beneficial was the game for gaining knowledge on the related field?

1 - 0%

2 - 18.8%

3 - 40.6%

4 - 34.4%

5 - 6.3%

(6) Did your awareness regarding the addressed social issue enhance?

1 - 6.3%

2 - 18.8%

3 - 18.8%

4 - 34.4%

5 - 21.9%

(7) How much new information were you exposed to when playing the game?

1 - 3.1%

2 - 15.6%

3 - 28.1%

4 - 50%

5 - 3.1%

For those who don't have experience in playing the game, we have asked them (1) the reason for not playing the game, (2) if they have seen any 'interactive games' on SNS, (3) if they would play the game if their participation to the game can help our society.

(1) Reasons for NOT playing the game

1. Was not aware of its existence: 81.6%

(2) Encounter experience of interactive games

1. No: 76.3%

2. Yes: 23.7%

(3) Willingness to play the game if it is beneficial for the society

1. Yes: 89.5%

2. No: 10.5%

We also collected opinions from all our respondents, regardless of their experience of the game, and asked them what factors should be added or modified in order to increase people's participation of the game.

[A screenshot of the survey we have conducted: https://forms.gle/gVDWe3ueZiPHUWKg7]

Visual Aspects

- Attractive character design

- Visually appealing illustrations

- Good quality of design

- Eye-catching copy on the title

- Highlight on important contents

Contents & Storyline

- Well-made storyline

- More educative content

- Trendy topics

- Drawing self-reflection

- Unexpected, brand new information

- Fact based, reliable information (with citation or direct link to the source)

- Entertaining

- Short playtime

- Diversity in choices and endings

Result Page

- Detailed and persuasive results

- Sharable

- Include MBTI aspects

- Simple and cute layout

- Unification in design, and minimal variations upon its colors etc.

- A copy that notifies the users of what king of social mission they have contributed to through the game

- Visualization of users' contribution

UX

- Save function of the result page

- Easy-to-solve UX

Game

- Entertaining game (do not prefer games that are too easy)

- Puzzles

- Level system

- Diversity in the kind of games

- Advantage, compensation

ETC

- Collaboration with celebrities/game corporations

- DIY Characters

- Inviting friends and get advantage system

03

Observation

Diary Research

Diary Questions

4 P.M. 오후 4시

  1. (If you're outside) Please describe your surroundings.
    (외부에 있다면) 주변 상황을 묘사해 주세요.

  2. (If inside) Please describe the situation outside the window.
    (내부에 있다면) 창 밖 상황을 묘사해 주세요.

11 P.M. 오후 11시

  1. What did you hear from the next door today?
    오늘 옆집에서는 어떤 소리가 들렸나요?

  2. Were there any people standing out among those you saw today?
    오늘 본 사람들 중 눈에 띄는 사람이 있었나요?

  3. Do you remember any of the posts, banners, flyers, etc. you saw today?
    오늘 본 게시글, 현수막, 전단지 등 중에서 기억나는 요소가 있나요?

Diary Responses

[Participants]

1. 김근희

2. Seunghyeon Choi

3. Sakong June

4. 도지환

5. Young Our

Diary Analysis

1. The participants tended to write about their surroundings by describing the weather or the objects they see. Not much info about people around them.

2. Most of the participants didn’t recall any sounds from next door, and for this one, we are trying to figure out whether there is any relation between the participants’ ignorance towards their neighbors and the fact that they didn’t recall any factors with further interviews with them.

3. We found that the people that the participants picked as “Standing out” can be categorized into these three categories. The first type is the people that are related to the element that the participants are usually interested in. The second type is the ones who gave variations in the participants' routines. The last is the person who negatively influenced you. This question showed that people were quite sensitive to change and that they remembered more negative factors than positive ones.

4. Most of the participants recalled images better than texts.

04

Game Developing

for this week's improvement, still working on

#1

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studying transition for #1

#2

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Let's Talk

Any Inquires?

Thanks for submitting! 🙏

2023-1
Interaction Design

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