Show pageOld revisionsBacklinksBack to top You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files=== PCST: Public Communication of Science and Technology === Notes from the __Sharing Knowledge__ conference organized by the __Da Vinchi Institute__ in Amsterdam.\\ === Communication of Science and New Media === == Role of Gaming in PCST == Lecture by __Peter Vorderer__\\ What attracts people to games or anything else for that matter?\\ The standard way of looking at this is the [[http://en.wikipedia.org/wiki/Uses_and_Gratifications_Theory|uses and gratification theory]]\\ But Vorderer advocates the use of __entertainment research/theory__: effect-dependent theory of stimulus arrangement. == How do we select a medium? Do we watch a movie or read a book? == - excitatory homeostasis: optimal level of arousal. - intervention potential: level of absorption of the medium. - message-behavioral affinity: does it fit my mood? - hedonistic valence: is it uplifting or distressing, can it change my mood? Problems of this approach: - entertainment is multifaceted and multidimensional. - interactive entertainment is completely different from classical media. More recent approaches: * [[http://en.wikipedia.org/wiki/Evolutionary_psychology|evolutionary psychology]]: explaining our behavior from evolutionary principles. * motivational theories: intrinsic and external motivations. * self-determination theory: which states that __people need 3 things__ for enjoyment or even mental health: - need for competence: a challenge to overcome at just the right level of difficulty to not get frustrated. - need for autonomy: the feeling of personal achievements. - need for relatedness: being part of a group where there are not only rivals but also friends. == Relevance of self-determination theory to media and games: == Competence:\\ In traditional media you almost always feel competent; you don't switch of the television because it's too challenging.\\ In interactive media the level can change so it delivers excitatory homeostasis. Autonomy:\\ Users of any media underestimate the interdependence from outside influences. When asked they think media influences others a lot, but not so much themselves.\\ In interactive media, you are not part of a movie-audience, you are scoring points and exploring individually.\\ Relatedness:\\ PSI/PSR affective dispositions. This is of mayor importance. The success of a tv-show or game (MMOG) or a film depends very much on the popularity or unpopularity of show-hosts, avatars, movie-stars. Do we feel related, this is crucial to success.\\ == Conclusion: PCST has to target these three needs just like entertainment has to and gaming meets them better than any other media. == //Side-notes: * the popularity of destruction. We like things exploding, falling over, and crashing, especially old and expensive things. Vorderer speculates that this tapps into a deep longing for change and renewal and the liberation from existing structures. The collapsing of the World Trade Center has overtaken the Challenger-explosion as the most broadcast picture of all time. * The budged for research into education in the USA is dominated by exploring the use of __avatars as a learning tool__.// Please fill all the letters into the box to prove you're human. Please keep this field empty: SavePreviewCancel Edit summary Note: By editing this page you agree to license your content under the following license: CC Attribution-Share Alike 4.0 International communication_of_science.1192178784.txt.gz Last modified: 2007-10-12 08:46by theunkarelse