Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
The Inter active Digital Enter tainment (IDE) Unification Fr amewor k:
Cr eating a taxonomy of IDE and Lifestyle Computing
Greg Moody
Information Systems
Department
University of Pittsburg
gregmoody100@hotmail.com
Taylor Wells
Information Systems
Department
Indiana University
taylor.m.wells@gmail.com
Abstr act
In this paper, we create a taxonomy of interactive
digital entertainment (IDE), which can be used to
guide future research in IDE and direct the design of
interactive entertainment. We start by defining and
explaining the differences between IDE and lifestyle
computing. We then review the major taxonomies on
gaming that can illuminate research and practice with
IDE. Given this review, we propose an overarching
taxonomy called the IDE Unification Framework.
Based on this framework, we then propose promising
areas for future research.
1. Intr oduction
Whereas original computing devices were only
meant to aid in performing specific functions, new
devices and software to support them have created new
ways in which people interact daily with technology.
This “everyday computing” or personal computing [1]
is most visible in the area of leisure and enjoyment in
which “entertainment systems“[2] and “entertainment
computing” [3] have become commonplace. The
phenomenal growth of these technologies has opened a
stream of academic research related to the use and
influence of these technologies that is currently
undefined and understudied. We call these areas of
research interactive digital entertainment (IDE) and
lifestyle computing (LC). Because IDE and LC
technologies focus on personal or non-business uses
for technology, these systems have also been classified
as hedonic systems [4].
IDE and LC overlap in some research areas;
however, it is important to understand their separate
goals. IDE technologies are digital systems that have
an express purpose of providing entertainment for the
user. LC differs from IDE in that the purpose of an LC
technology is to augment one’s ability to perform tasks
outside the professional realm. Table 1 provides a
summary of the differences between IDE and LC
technologies.
It is critical to create taxonomies for IDE and LC
research, because these are emerging research areas
Paul Benjamin Lowry
Information Systems
Department
Brigham Young University
Paul.Lowry@BYU.edu
and taxonomies can provide a common language to
communicate research. Researchers have noted that a
lack of clear categorization or ambiguous constructs
can affect the quality of research [6].
In this paper, we provide organization to the
emerging and fragmented research on IDE and LC that
future research can build upon. First, we define the
terms IDE and LC. Second, we briefly review and
define some of the established areas of academic
research in interactive digital entertainment and
lifestyle computing. Third, we review several
academic taxonomies of gaming and provide a new
unified framework that synthesizes these taxonomies.
Finally, we point out potential areas of future research.
2. IDE vs. LC
Fundamental to an understanding of IDE are
working definitions of interactivity and entertainment.
Liu and Shrum [7] define interactivity as a two-way
communication and exchange in which two or more
entities send related messages to each other [7].
Interactive devices modify responses to users based
upon the input or message they receive from its user.
The process of adapting output based upon incoming
messages is characteristic of interactivity [8].
Entertainment is a complex, multifaceted
construct that is difficult to define [9]. Vorderer [9]
defined entertainment in the following way: “It’s an
experience that helps media users to cope with their
everyday life. For some, it’s pleasure seeking in boring
situations or compensation in burdening situations; for
others it’s compensation in a depriving situation,
fulfillment of needs in unsatisfactory situations, and
self-enhancement or even self-realization when they
are – for whatever reason – ready for it” (p. 258).
Most definitions of entertainment are in terms of
constructs such as enjoyment, interactivity, presence,
competition, involvement, pleasure, play, etc. For IDE
we are particularly interested in the context of
interactive media. Thus, we define interactive
entertainment as the enjoyment that results from one’s
involvement with an interactive technology that
1530-1605/07 $20.00 © 2007 IEEE
Electronic copy of this paper is available at: http://ssrn.com/abstract=958533
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
enables an activity designed to produce enjoyment.
Entertainment does not have to be the only function of
the system, but simply an outcome from using the
system. Thus, a video game console would be
categorized as an IDE system, as would an online
computer game or interactive Television (iTV).
However, products such as board games would not be
classified as IDE systems as they do not involve digital
media. Traditional movies, even if digitized, would not
be classified as IDE systems, because users cannot
affect the output of traditional movies.
In contrast, LC is a phenomenon in which
computing devices are moving outside the office and
into people’s personal lives. It has also been called
“household technology” [10, 11] or “ubiquitous
computing in the home” [12]. Thelander [13] describes
lifestyle computing as "the application of advanced
computer technology to mass-marketed consumer
devices" (p. 25). We expand upon this definition to
include the operation of these devices. Thus, we define
lifestyle computing as the use of digital systems to
augment the ability to perform personal tasks outside
of professional work. Research in this area includes the
use of social networking, wearable computing, home
automation, and personal electronic devices such as
PDAs, cell phones, or GPS units.
Whereas the primary purpose of this paper is to
focus on IDE, this area of research cannot be discussed
without first comparing and contrasting it to LC. Both
IDE and LC find their theoretical bases from several
fields and encompass many research areas. IDE has
grown to become a multi-billion dollar, worldwide
industry with game sales alone passing $7 billion [5].
Despite this growth, little scientific research has been
performed to define and stimulate this emerging area
of computing research. With some exceptions, much of
the research that has been conducted on IDE and/or LC
is atheoretical and/or not empirically validated. To
understand and influence the impact of IDE, more
rigorous theoretical and empirical research must be
performed.
IDE and LC are fundamentally different from
many other technologies in that they are meant to
entertain and augment one’s personal life, rather than
to raise one’s efficiency or proficiency with a given
business-related task. Crabtree et al. [12] point out that
the familiar business goals of efficiency or productivity
through technology may not be appropriate for
lifestyle computing; nevertheless, the goals of LC are
to supplement a user’s performance in or achievement
of personal tasks.
For example, Blizzard Entertainment’s World of
Warcraft™ game, which is played online, falls into the
category of IDE. The user interacts with the program
on the computer in an effort to be entertained. The
game allows many users from all over the world to
interact in a virtual world where each user assumes a
created character. One’s character can develop, grow,
and interact with other virtual characters in this virtual
realm. Users are able to socialize and meet other users
and experience a high degree of sociality in this
environment for the purpose of enjoyment and
entertainment.
In contrast, Facebook.com™, a social networking
online website, is an example of an LC technology.
Facebook.com allows user an increased ability to
virtually meet other users no matter the geographic
distance. Although its users also experience a high
degree of sociality with other Facebook.com users,
unlike players of World of Warcraft, users of
Facebook.com are actively engaging with other users
instead of the world that is created by the program.
The two differ in their virtuality, or the level in which
the users interact with users or the virtual world of the
program/game. Table 1 provides a summary of the
differences between IDE and LC technologies.
Table 1. Summar y of Differ ences between IDE and
LC Systems
Reality
focus
Main
purpose
Number
of users
involved
Org.
Control
Other
Interactive Digital
Entertainment
Systems
Creating a
completely virtual
world to interact with
the user(s)
Providing
entertainment or
leisure for its user(s)
Small numbers to
millions of users
interacting inside the
created world of the
game
Highly organized into
groups or identities
Technology-centric
Most systems require
purchase or funds to
continue to use the
system
Lifestyle Computing
Systems
Expanding or augmenting
the real-world of the user(s)
Expanding or enhancing the
ability of a user to perform
personal tasks, and/or
interact with more users
than could be done without
the capabilities by the LC
system
Can be one user performing
a personal task, or one user
interacting with a group of
users that can be very small
or number in the millions
Loosely organized, more
prone for ad hoc queries or
searches for users
User-centric
Many systems are free of
charge and take advantage
of large network effects
To further build a taxonomy of IDE and LC, it is
important to overview the main areas of personal
computing, including: platform gaming, online
gaming, virtual reality, interactive television,
simulations, pervasive gaming, interactive storytelling,
social networking, wearable computing, home
Electronic copy of this paper is available at: http://ssrn.com/abstract=958533
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
automation, and personal electronic devices. We
briefly introduce, describe, and define them in this
section
games as World of Warcraft™, Lineage™, Lineage
II™, RuneScape™, Everquest™ and Final Fantasy
XI™.
2.1 Platfor m Gaming
2.3 Vir tual Reality
We define platform gaming as an IDE system that
uses a console to provide an operating system
necessary to operate the game involving a user or users
collocated in the same physical location. This type of
gaming has experienced widespread use for over 30
years beginning with the commercial success of the
Atari 2600 gaming system in the 1970s. With the
passage of time, this area has expanded to include
games from such areas as the Nintendo Entertainment
System™, Sony Playstation™, Microsoft Xbox™,
numerous handheld gaming devices, the personal
computer, and other devices. Non-traditional platform
gaming consoles, such as cell phones, wrist watches,
table-top gaming and BlackBerry™ devices, have also
been extended to allow platform gaming.
The majority of platform games involve only one
player using the gaming console and operating some
controller that serves as an input device for the system.
More advanced gaming systems allow a few more
players to also play in the same game at the same time,
provided that the additional user(s) are physically
present and have access to an input device. Other
systems are handheld and have input devices built into
the actual console, or use keyboard/mouse-like
devices.
All gaming within this environment is within the
actual system operating the game. Input is gathered
from the user(s) and is processed by the system.
Output is displayed on either the system or some type
of monitor to allow the user(s) to continue interacting
with the system. Thus, the game is all incorporated in
one location and one software platform.
Brooks [14] defines virtual reality as an
experience “in which the user is effectively immersed
in a responsive virtual world” (p. 16). This is
accomplished by the use of special visual displays and
user input devices. These augmented reality systems
allow a user to enter a virtual world and interact with
that world in a similar way that an individual interacts
with objects and people in the real world. Many
current virtual reality (VR) systems have been driven
by a desire for entertainment and can be commonly
found in theme parks [15, 16], however not all virtual
reality relates to entertainment and may increasingly
support LC. Virtual reality systems can be found in
medical, military, educational, manufacturing, and
other problem solving applications [15].Our focus is
limited to IDE virtual reality. As virtual reality is
largely limited by advances in the hardware used to
produce the immersive environment, much of the
academic research has investigated performance
improvements of VR devices. Other research has
looked at the use of VR, the usability of VR interfaces
[17], etc.
Currently, virtual reality depends on relatively
expensive equipment to allow a user to enter and
interact with a virtual world; as a result, it is a limited
part of mainstream IDE and LC. As costs for
equipment decrease, it is anticipated that virtual reality
systems will become more commonplace and used in
IDE or LC systems by many individuals.
2.2 Online Gaming
We define online gaming as any game that is
played between users that are not physically located in
the same physical location, using Internet protocols for
all communications. The majority of these games are
accomplished through the use of the Internet by
various computer-based games or gaming consoles
such as Xbox™ or Playstation™. One major area of
online gaming that has received the majority of recent
attention is massively multiplayer online gaming
(MMOG, sometimes called MMORPG for role playing
games). MMOGs are games that allow many players to
join and collectively play a game. Many of these
games are role-playing games that allow each user to
create a fictitious identity and interact with other
players while they explore the virtual world and
improve their character. MMORPGs include such
2.4 Inter active Television
We define interactive television as a system that
allows a television user the opportunity to direct and
exchange information with the television that will
change the viewed content on the screen. Interactive
television allows additional features to the viewer such
as: time-shifted program viewing, bidirectional
feedback (e.g., voting), subtitles or interactive games
that serve to enrich the viewing experience [18].
Interactive television (iTV) has found some form of
adoptions in Europe with several TV stations/providers
that provide iTV programs and/or capabilities for their
viewers/subscribers [18, 19]. iTV research has been
limited to demographics, content, and technical issues
that are presented in a conference devoted to iTV in
Europe held annually. Like virtual reality, not all
interactive television is for entertainment purposes, but
our focus is only on entertainment.
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
2.5 Simulation Games
We define a simulation as a system that allows a
user to experience a real-world scenario, device, or
situation in a virtual world created for the express
purpose of experiencing the scenario, device, or
situation. As such, a simulation game includes a
simulation with the purpose of entertaining the user.
Narayanasamy et al [20] describe specific ways in
which simulations can be differentiated from
simulation games. Good examples of simulation games
are The Sims™ and SimCity™.
Many simulation programs, such as simulation or
modeling programs used in business, are classified as
simulations but not simulation games. Additionally,
some simulators, such as flight, driving, and other
educational simulations, have purposes that are more
functional in nature yet can also provide entertainment
to the user and could therefore be classified as IDE
technologies.
2.6 Per vasive Gaming
Pervasive gaming is the combination of digital
gaming in a real-world environment in which the
gaming participants play the games “unchained from
the console” with the assistance of technology [21, p.
54]. This style of game has also been called “transreality gaming” [22] or “mixed reality” [23] and draws
from virtual reality. An example of pervasive gaming
is the human Pacman™ game in which participants
utilize wearable computing, Global Positioning System
(GPS) devices, and head mounted displays to
physically play like they were inside a Pacman™ game
[24].
2.7 Social Networ king
Social networking involves the connections
between people and interactions within social
networks, which are increasingly being facilitated by
the use of technology to allow people to interact while
being physically separated. Social networking
programs are growing in usage and functionality.
Professionally, sites such as LinkedIn™ provide the
ability to view the social networks of those people in
your own network for business connections. Common
programs such as instant messaging programs, email
programs, weblogs (blogs), online communities, online
photo albums, etc. can all be used for social
networking. These programs allow individuals to
easily meet and keep in contact with many more
individuals than those that they keep in close physical
proximity.
Some of the most prominent areas within online
social networking include instant messaging programs
and the use of personal customizable MySpace.com
webpages or online blogs. Some reports have
MySpace.com receiving over 11 billion page views per
month; double that of Google [25]. The use of
MySpace and similar sites indicates a large trend
toward the use of social networking technologies by
users all over the world. While, several surveys of
online messaging services found that there are about
1.3 billion registered and active instant messaging
accounts in the world[26]. This makes instant
messaging one of the most used technologies within
both the IDE and LC technology space. In particular,
blogging and instant messaging are being adopted by
teenagers, who are using the tools for entertainment,
research, mentoring, and other uses [27] and [28].
According the BBC in August 2005, over 14.2 million
blogs were tracked by Technorati, a blog search
engine, which had nearly doubled over the previous 5
months [29]. Moblogging is a recent combination of
blogging from a mobile device, which highlights how
some of the changes in IDE & LC have been to
integrate technologies [30].
2.8 Wear able Computing
Wearable computing, like virtual reality, is a field
that is not as well developed or highly used by
individuals for IDE or LC. A wearable computer
system is a small computing device that is either
attached to the body or worn as clothing—some
systems operated without the use of hands [31]. Thus
an iPod™ is a wearable computing device while a
calculator is not. The recent development of the
Bluetooth earpiece for cell phones is a good example
of a lifestyle computing, wearable-computing system.
This device allows a user to continue a conversation on
a cell phone without the use of a hand to hold the
phone to one’s ear. As the processing, storage and
battery power of small digital devices increase, the
potential capabilities for mobile IDE & LC devices
also increase.
Lifestyle computing devices often augment the
user’s abilities in a certain task, but sometimes have
detrimental effects. For example, McAtamney &
Parker [32] examined the detrimental effects of
wearable computing on face-to-face communication.
While wearable computing devices are currently
only able to do one or two precise functions well, the
main goal of these devices is to seamlessly provide
service to the user and become so common that the
user is unaware of the boundary between the virtual
and real world [33]. However, the main detriment to
the widespread adoption of wearable computing is not
only technical; society, in general, needs to provide
acceptance of a device before the device will become
commonplace and mass-produced [34].
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
2.9 Home Automation
Home automation is the use of technology that
allows a user to interactively operate or interact with
an appliance or system within a household [35, 36].
These devices allow the owners of the home to more
quickly perform many tasks efficiently and also
interact with these appliances. These devices go
beyond a microwave that will automatically sense the
food within it and reheat it to an appropriate level
without an explicit time entry by the operator. As such,
they would include such technologies as: home
security and surveillance; automated, personalized
lighting and climate control; and control of music and
media throughout the home. A home with a high level
of automation may change temperature, lighting, or
background music to personal preferences as a
different person enters a room.
Currently, little integration of creation of personal
automated networks of home devices has not extended
beyond computer networks. As devices become more
commonplace, easier to use, and socially accepted
more homes will be classified as smart homes. Home
automation is mainly limited to a few computer-based
devices and in some homes, smart appliances.
2.10 Per sonal electr onic devices
Personal electronic devices have influenced
human productivity in many tasks other than gaming.
Although this area overlaps somewhat with wearable
computing, it covers devices influencing lifestyle
computing that are less often worn. Devices such as
the PDA are now used for many tasks previously only
performed on computers. The mobility of cell phones
for voice and text communication has modified how
people communicate with each other. Personal
navigation has changed with the use of widespread
modern GPS units. Some of these devices are leading
to the realization of the early theorists of ubiquitous
computing, but there is much yet to be researched.
Their use affects the implementation of security and
privacy for computer systems. For example, Turner et
al examine the implementation of a network of PDAs
in a hospital, a complicated project to protect the
confidentiality of patient medical records while
gaining the benefits of information sharing by using
the PDAs [37]. Thelander notes that personal
electronic devices are becoming a great difficulty in
network security [13]. How these devices affect the
workplace and the lifestyles of people is an interesting
avenue of research.
3. Pr ior Taxonomies
Unification Fr amewor k
and
the
IDE
Given our definitions and taxonomy of personal
computing areas that relate to IDE and LC, we now
review other studies that have created taxonomies
related to entertainment and gaming, which we can use
to further our taxonomy of IDE. In this section, we
briefly present each of these papers and the
contributions that have an impact upon the IDE
Unification Framework.
3.1 Klabber s’ Taxonomy
Klabbers [38] created a taxonomy for classifying
games and simulations that is based on previous gameplaying based literature, social systems theory, and the
semiotic theory of gaming. Previous literature defined
that the basic elements in games are actors, rules, and
resources. The semiotic theory of gaming states that
each of these elements is further defined by means of
syntax, semantics and pragmatics. We define these last
three terms and show how they affect the basic
elements within games.
(1) Syntax refers to the grammatical construction
of the game. Actors are members of a social group and
participate in a number of roles. Actors can be a single
user, multiple users, or teams. Rules define the ability
to manipulate objects in the games, or what moves are
available with given objects. Rules are also defined
within semantics as the complete set of positions for
objects within the game schema. Resources are defined
as what items are available to interact with and
represent objects in a real or fictitious world. These
resources have an initial position, but alter position
during the course of the game.
(2) Semantics refers to how a user understands the
game and interacts with it. Actors are mainly seen as
roles, which are defined by rules. These rules may be
informal or formal, but they provide a framework to
understand the actions and interactions in an actor’s
given role. Rules are defined as symbolic interactions
between pieces within the game. The setting of the
game further represents a larger social system and
provides meaning to pieces that are added or altered
during the course of the game. Resources are
understood to represent an idea or thing in the real
world.
(3) Pragmatics refers to the process of creating,
playing and/or evaluating a game. Pragmatics involves
establishing the syntax parameters and attaching the
meaning of the semantics into one whole. Actors are
defined by the goal structures of the game. Allopoetic
refers to goals that are external to the game and is
usually used with training programs; autopoetic refers
to goals that are internal to the user while playing the
game. Further, players may be viewed as a knowledge
receptor by the game and the game will provide all
information to the player, while the other side of the
continuum is an interaction to exchange knowledge
throughout the game. Rules are defined as the format
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
for how the game is played and the assessment
function that takes place at the end of the game.
Materials refer to the physical items the player
receives that are necessary to operate the game (e.g.,
manual, computer).
This framework combines two theories to help
designers in understanding the various elements
involved within the game structure. This model is more
equipped and adjusted for designers as it allows them
to understand what needs to be programmed and
understood in the process of making the game.
However, it does not provide a way to distinguish
readily between games. We utilize the basic elements
of games from Klabber’s Taxonomy—actors, rules,
and resources—in our unified taxonomy.
3.2 Lindley’s Game Classification Space
Lindley [22] created a taxonomy that describes
pervasive gaming, which he calls trans-reality gaming.
Pervasive gaming is the synthesis of digitally
supported games enacted or played in a real-world
environment. He states that games can be categorized
by several characteristics: game, narrative, simulation,
fiction, or virtuality. Game is defined as a set of agreed
upon rules that create a competitive activity to achieve
some goal. The rules provide the framework for the
player(s) to use to interact and advance through the
game. Narrative is defined as a structured context
provided to the user to explain the interactions of
elements, characters and actions within the game.
Narratives are more easily identifiable when they
follow the typical three-act restorative structure, which
is prevalent in novels, computer games and cinema. In
this structure a conflict is created in the first act.
During the second act, the conflict is further developed
and explored by the user. In the third, the conflict is
resolved. Simulation is defined as the use of a system
to representation of the functions, operation or features
of a desired system. Figure 1 summarizes how these
three elements can differentiate between game types,
which Lindley refers to as a Game Classification
Space.
By further classifying games based on the fiction
or virtuality of the game provides a fourth dimension
to the above classification model. Virtuality is the
continuum between the real-world and virtual worlds
that can be created by a game, whereas, fiction defines
the continuum between games that range from
complete fabrications to complete simulation of
something in the real world.
Though this taxonomy is an excellent contribution
to the literature, the Game Classification Space model
presented causes some difficulties when attempting to
classify IDE-typed games or systems. First, as seen
through some of the provided examples, these models
are used to classify systems and games that are not
within the IDE area. Further, the classification to
divide games based upon non-fiction vs. fiction, or
virtual vs. physical world settings does not help
classify any real differences between games or systems
besides those particular characteristics. Those
classifications do not help define how users will
interact with the system, or even what genre of game is
involved, just where the setting of the game occurs.
Third, the two-dimensional Game Classification Space
does not help to define what types of game the user is
enjoying, but mainly what the content of the game or
how its rules define the game is played. This taxonomy
also does not provide any information to develop
genres or types of systems to detail the level of
interactivity with other users. This taxonomy provides
ways to compare specific games to another game
rather than creating larger game categories. From the
Game Classification space, we expand game to be
entertainment experience in our taxonomy, include
narrative as a category. Simulation is found to be an
example of the genre component.
3.3 Inter action-Centr ic Str uctur al Fr amewor k
Björk and Holopainen [39] created a framework
called the interaction-centric structural framework to
categorize games. This framework uses four
components to categorize games: holistic, bounding,
temporal and objective. We will describe each of these
major component areas below.
(1) Holistic components are components that deal
with treating the game as a whole entity and how these
components relate with other activities. Holistic
components consist of game instance, game session,
and play session. Game instance refers to the
requirement that every time that the game is played it
is unique from previous instances of the game. Game
session component is defined as user’s activity of
playing a game instance. Game session times can vary
from a few minutes (e.g. Minesweeper™), to a few
Figur e 1. Game Classification Space, fr om [22, p. 6]
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
hours (e.g. Halo™), to an indefinite amount of time
(e.g. EverQuest™). Play sessions refer to the amount
of time a user spends on a game session. A game
session can be completed by one or multiple play
sessions by one or multiple game users.
(2) Bounding components define how to define the
activity taking place and how it could be redefined.
Bounding components consist of rules, modes of play,
and goals and subgoals, Rules create the flow of the
game by defining how aspects of the game behave and
interactions of the game with the user. Modes of play
are created views, abstractions, or displays to
differentiate between different states or activities
within the game’s overall framework. An example of a
mode of play is an inventory view in a role playing
game, and its separation from an overhead view that
shows movement of a party in the created world. Goals
and subgoals are the aims of a player and require
actions to complete them. Goals can be either
exogenous or endogenous. Endogenous goals refer to
the common goal of how to win the game, while
exogenous goals refer to the external goals of the user
that provides additional meaning to the game or
provides additional motivation for playing.
(3) Temporal components are those that are used
to save the playing of the game. These components
either temporally unique activities within the complete
game or distinguishes between these unique activities.
Temporal components include: actions, events,
closures, end conditions, and evaluation functions.
Actions are performances of the user that change the
state of the game. Allowable actions will change
throughout the game depending on its current state of
the game of the current mode of play. Actions can be
continuous or discrete in regards to the game state and
also include communication between different users.
Events are precise moments when the player changes
the game state. Closures refer to an alteration of the
game state that is easily identifiable due to an
understood transition upon completion of a goal or
subgoal. Closures can occur due to the player giving
up on a goal or by deterministic events. End conditions
define the game state that must be achieved to cause a
closure. End conditions are almost always paired with
evaluation functions. Evaluation functions provide a
framework to judge the consequences of an event.
Evaluation functions usually provide a framework to
decide who wins and who loses in a game.
(4) Objective components deal with concepts that
describe the game without looking at the game as one
large activity. Objective components include: players,
interface, and game components. Players are defined
as thinking entities that can perform actions, have
strategies and goals, and can enter or exit the game.
Players may be manifested as an avatar or simply a
name. Interface is defined as the look-and-feel that the
player uses to access the game. Game components are
elements within the game that inform the player about
the current state of the game. Game components have
attribute structures and action structures for each
component. These associations provide meaning to the
player within the context of the game.
All of the elements in the interaction-centric
structural framework are included in our unified
taxonomy.
3.4 Caillois’ Taxonomy
Caillous [40] created a taxonomy to describe
games based on their basic type and rule basis.
According to this taxonomy, there are four basic types
of games that can be used in creating one game: agon,
alea, mimicry, and ilinx. Agon refers to games that
competitive in nature, while alea type games are
games of chance. Mimicry games involve role-playing
or acting and ilinx refers to games that offer bodily
sensations out of the ordinary. Further, games can be
defined by how restrictive the rules are. Ludus refers to
games that are rule-based, while, paideia refers to
games that are free-form and not deeply defined by
rules. Games can have different concentrations of the
four game types and be on a spectrum of how rulebased or free-formed the game’s rules are. This
taxonomy is particularly helpful when distinguishing
between particular games, but is unable to create broad
distinctions between basic game genres within IDE.
The elements of this taxonomy are included as part of
the entertainment experience or as part of the rules
category.
3.5 Multi-dimensional Typology
Aarseth et al. [41] provide a taxonomy to classify
games that take place in a virtual world. Their
taxonomy is based on spatial movement and can be
used to categorize computer games, sports, or even
board games. They defined thirteen dimensions under
five headings: space, time, player-structure, control,
and rules. We describe these areas in the paragraphs
below.
(1) Space is defined how the game involves
various aspects of space. Space involves the following
dimensions: perspective, topography and environment.
Perspective involves how the user is able to
examine the game, or the perspective of the interface.
Most perspectives are first or third-person views
(called vagrant view and omni-present view
respectively). However, some games provide the
ability to switch between these views, or provide views
that are neither first nor third-person perspectives;
these perspectives are referred to as isomorphic.
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
Topography refers to how the game allows the
movement and use of space within the gaming
environment. Games that allow free movement along
all directions are called geometrical, while games that
define a precise number of non-overlapping positions
(e.g. the 64 squares in chess) are called topological.
Environments can be either dynamic or static. If a
user is able to alter aspects of the environment in the
game it is called dynamic, whereas the inability to
change the aspects of the environment is called static.
(2) The time area of a game involves how time is
represented and used within a game. The three
dimensions within time are: pace, representation and
teleology. Pace involves whether a player may act
independently or must act in turns with other
players/adversaries. If the game allows a user to be
active at all times and act independent of other users, it
is called real-time. While, if the user must take turns
with other players to act, it is called turn-based.
Representation defines what time means within the
game. If time is meant to represent real-world time, it
is called mimetic. Whereas, the passing of time in a
game that has no meaning is referred to as arbitrary
(e.g., Tetris). Teleology refers to whether there is a
defined time as to when the game can end. If a game
has no clear ending point, it is called infinite (e.g.,
Tetris), whereas, a game with a clear ending point is
called finite.
(3) Player-structure defines how players or teams
interact and how the adversaries interact. Users can
interact as players or teams, and then as single
players/teams, two-player/two-teams, or multiplayer/multi-team levels.
(4) Control refers to the ability that the user has
over the game to determine aspects of the game.
Control includes the following dimensions: mutability,
savability, and determinism. Mutability refers to the
rewarding of user behavior through the use rewards to
alter the user’s position. Static mutability is the
assigning of points or stating who has won or lost.
Whereas, power-ups refer to temporary rewards that
may be gathered, discarded or destroyed. Rewards that
permanently alter the state of the character are called
experience-leveling mutability. Savability refers to the
user’s ability to save the game state. If the game cannot
be saved, it is called non-savable, whereas the ability
to save at any point is unlimited. The ability to save at
only specified locations or points in time is called
conditional savability. Determinism refers to the
randomness available in the game to determine the
course of events. Non-deterministic games always
display the same outcome no matter what response was
elicited by the user prior to the outcome. Games where
users are free to pursue any course of action and the
action provides a random response, even to similar
situations, is called deterministic.
(5) Rules define how the game is played. Rules
involve interactions of objects within the game, with
the user, and the user with the game. Aarseth [41]
defined rules into three meta-categories and whether
the game had these rules or not: topological, timebased and objective-based. Topological refers to rules
that are determined by a player’s position in the game
world. If the rules are universal and apply to all
locations of the game, then the rules are universal and
not topological. Time-based rules are rules that
significantly alter the game-state due to the passage of
time. Objective-based rules alter the progress or
outcome of the game based on the meeting of a
specified condition.
The taxonomy created by Aarseth et al. [41] is
very precise at defining individual games and
comparing and contrasting them with other games.
This taxonomy is fairly complex as it involves thirteen
attributes along a continuum to characterize individual
games. It does not attempt to create genres of games,
but provides a way to compare varying elements
within individual games. We include all elements of
this multi-dimensional typology in our unified
typology.
3.6 IDE Unification Fr amewor k
In Figure 2, we attempt to provide an over-arching
taxonomy that consolidates all the major concepts and
taxonomies presented in this paper. We call our
taxonomy the “IDE Unification Framework.” This
framework represents a decision model of game
attributes that can be used in designing IDE-based
games, or in performing IDE-based research. This
initial taxonomy can be used to generate more research
on IDE-related topics and issues. Several areas within
IDE are more heavily researched and defined as shown
by the literature and amount of products within those
areas. As previously discussed, this framework builds
upon the work in prior taxonomies by synthesizing and
expanding them. Additionally, the previous
taxonomies left several gaps that we have attempted to
rectify with this overall taxonomy of IDE. These gaps
include: (1) Lacking a complete overview of the IDE
area. No paper has attempted to define interactive
digital entertainment and what type of systems this
includes. (2) Not showing proposed relationships other
taxonomies provide between the categorized elements
(3) Inability to compare genres or types of systems
rather than based on specific game attributes that alter
by games within a genre.
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Proceedings of the 40th Hawaii International Conference on System Sciences - 2007
4. Futur e Resear ch
Because IDE involves an emerging family of
technologies and is relatively new to academic
research, many opportunities for research exist. This
section highlights key areas for potential research.
concept that needs the most understanding is that of
interactive entertainment. Some of the key questions
include: What can increase or decrease interactive
entertainment? What is entertaining and how can
something be adapted to be more or less entertaining?
What differences exist between the effects of IDE and
LC on people versus non-IDE systems and devices?
Beyond defining interactive entertainment through the
use of conceptual model, it is critical to create related
instruments for helping measure and predict
entertainment.
Further research could expand upon the
ramifications that IDE and LC systems have on society
at large. Little is understood about the adoption of LC
and IDE systems. For example, what aspects of
entertainment and cause some systems to be more
widely adopted than other systems? Other questions
include: How has the acceptance of IDE and LC
devices altered social networks, changes in education,
therapy via technology, every-day life changes,
increases or decreases in information overload,
technology improvements, addictions to technology,
advances in AI programming, infringements on
intellectual property rights, and changes in the mode
and behaviors of communication?
5. Conclusion
Figur e 2. IDE Unification Fr amewor k
Interactive digital entertainment (IDE) systems
have potential applications beyond entertaining their
user(s). Educational uses of IDE have shown that
children are more able to learn material through such
interactive entertainment [42], including high school
[43] and college-age students [44]. Psychologists have
used devices to help in the therapy of individuals with
intense phobias or other conditions [45]. While,
several devices have been focused towards homes and
providing venues for entertaining children [35].
Some forms of IDE, such as video games, provide
pressure for performance improvements in hardware
and software. Increasing growth of IDE and further
research could potentially increase such broad areas as
CPU speed, digital processing, 3D processing and
imaging, new devices for I/O, practical wearable
devices, improved methods of education, socialization,
applications for patient therapy, group forming and
stimulating, leadership training, simulation training,
employment training, AI algorithms, virtual reality
displays etc.
Future research can identify many concepts,
relationships and assumptions that have been posited
by various practitioners and researchers. Primarily, the
IDE is increasingly pervasive in computing and
society in general. Already, consumers spend billions
of dollars per year on IDE, and major social networks
related to IDE are accelerating. However, academic
research has yet to bring clarity and focus to this new
area of research. Little is known about what makes one
form of IDE more entertaining than another form of
IDE, for a particular type of person. Also, little is
known about the social effects that IDE will play on
society as IDE increasingly moves into the realm of
social interaction.
In this paper, we have provided a basic overview
of interactive digital entertainment and computing
lifestyle technologies and clarified these concepts.
Further, we have provided information about how to
distinguish between various subgroups within IDE by
defining these areas. We have also reviewed several
taxonomies that defined subgroups within IDE and
synthesized these to form the IDE Unification
Framework. This framework can be used to guide
future research and to solidify the understanding of
IDE research field. Potential research questions have
also been discussed to help increase the quantity and
quality of research in IDE.
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