"How does Gamified Interaction allow participants to co-create digital artworks?": Qualitative analysis: comparative method, within-case method of analysis and embedded multiple-case study
Translated title
"How does Gamified Interaction allow participants to co-create digital artworks?"
Author
Vinckenbosch, Dominique
Term
4. term
Education
Publication year
2019
Submitted on
2019-08-11
Pages
130
Abstract
Forskning i gamification og interaktion i kunst er hidtil ofte blevet behandlet hver for sig. Denne undersøgelse stiller spørgsmålet: "Hvordan gør gamificeret interaktion det muligt for deltagere at samskabe digitale kunstværker?" og bygger bro mellem tre felter: spil, menneske-computer-interaktion (HCI) og interaktiv kunst. Gamificeret interaktion forstås her som brugen af spildesign-elementer i selve interaktionen. Studiet adresserer et forskningshul ved at undersøge, hvordan sådanne elementer kan støtte samskabelse i kunst. Metodisk gennemføres en dybdegående kvalitativ analyse både på tværs af cases og inden for hver case af fire digitale værker: The Beast, Cow Clicker, Tweetris og BURP. Analysen vurderer to hypoteser: H1 søger at påvise en årsagssammenhæng, og H2 undersøger, om en foreslået årsagsfaktor er en nødvendig betingelse. Resultaterne viser, at gamificeret interaktion muliggør samskabelse i form af delt forfatterskab (kunstner og deltagere deler den kreative kontrol) og socialt samarbejde (deltagere samarbejder med hinanden), og at deltagertilpasset design ikke er en forudsætning for at opnå samskabelse. Disse fund kan overføres til en større gruppe af lignende cases og bidrager med ny viden til felterne spil, menneske-computer-interaktion og interaktiv kunst.
Research on gamification and interaction in art has largely been conducted separately. This study asks: "How does gamified interaction allow participants to co-create digital artworks?" and links three fields: games, human–computer interaction (HCI), and interactive art. Here, gamified interaction means using game design elements within the interaction itself. The study addresses a gap by examining how such elements can support co-creation in art. Methodologically, it conducts an in-depth qualitative analysis, both cross-case and within-case, of four digital artworks: The Beast, Cow Clicker, Tweetris, and BURP. The analysis evaluates two hypotheses: H1 seeks evidence of a causal relationship, and H2 examines whether a proposed causal factor is a necessary condition. The results show that gamified interaction enables co-creation as shared authorship (the artist and participants share creative control) and social collaboration (participants collaborate with each other), and that participant-tailored design is not required to achieve co-creation. These findings can be replicated across similar cases and add new knowledge to the fields of games, human–computer interaction, and interactive art.
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