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CO-CREATION & USER CENTERED PARTICIPATORY DESIGN IN VIDEO GAMES

Employing Ethical & Empathetic Design Choices that Drive Engagement

User Design in Video Game Marketing: Text

         Producers of texts (whether they be digital, print, or multimedia in nature) have historically neglected the potential of co-creating these texts. These texts tend to operate in a top-down, producer to consumer distribution framework that often fails to gauge or address user expectations for a satisfactory user experience. As Huatong Sun and Guiseppe Getto (2017) say: “at a time when global cultural flow has shifted from a diffusion model to a participatory model…more relationship building work…will be needed to address the increasing demand for community building,” (p. 92). I argued in my critical glance at the implications of user design on marketing strategy that in order for producers to engage in this relationship building work that Getto and Sun describe, producers need to implement a user centered participatory design framework to textual production. A user centered participatory design framework will seek to not only engage users with textual production, but also reflexively and continuously incorporate their values and input into design processes. Not only is the implementation of a user centered participatory design framework critical for building rapport with users, it has also proven to be an effective marketing tool that drives increased engagement in texts. In short, user centered participatory design is mutually beneficial for producer and user alike, generating more collaborative and more engaging content creation. In this piece, I will highlight some of the general successes of user centered participatory design oriented marketing campaigns to demonstrate the potential for such a strategy. Then, I will shift the focus to discussing design choices in video games that go against user experience best practices associated with usability, which, as demonstrated in my piece on dark video game design, could use improvement. I will suggest that user centered participatory design is the solution to developers’ competing interests of user satisfaction and profit generation, showcasing examples where this model has been utilized successfully in certain game design choices, demonstrating that this design model should be more readily employed. Finally, I will provide a video production of my own creation, a mock community highlights video for the popular multiplayer game Rocket League, as an example of ways that video game designers and developers might engage in textual co-creation with their audiences to maintain user engagement and trust.

            My approach to more user centered design principles differs from that of other usability scholars in that my argument for the utilization of these principles rests not solely on the fact that they enable the user to accomplish their own goals interacting with textual productions. In addition to this stance, I also believe (and marketing campaigns have shown) that the implementation of user centered production practices will lead to a more successful production in accordance with producer goals. To demonstrate, I will outline a few successful marketing campaigns that have taken a more user centered approach to textual production.

            In 2013, Frito-Lay launched the “Do Us a Flavor” campaign for their Lay’s potato chip brand. The campaign invited consumers to devise a new chip flavor. Lay’s would choose three finalist flavors to be sold in stores, and during this time consumers could try out the three new flavors of chip in order to vote on their favorite. The flavor with the most votes would be made into a permanent flavor addition to Lay’s selection of potato chips, and the creator of the winning chip would win $1 million dollars. While the company expected to receive about 1.2 million flavor suggestions, the “Do Us a Flavor” campaign ended up generating flavor submissions from 3.8 million consumers. Not only did the campaign generate a great deal of consumer buzz, it also generated an increase in year-on-year sales of 12%—four times their desired sales increase (Chief Marketer, 2013).

            Heineken, looking to generate ideas for ways to improve their beer and make its draughts stand out from the crowd, decided to ask its consumers how they might make more enjoyable the beer Heineken had produced for 150 years. The campaign was part of the Heineken Ideas Brewery, which had previously launched another user centered idea generation strategy when it asked consumers to help the brand create more sustainable packaging for their products. After receiving hundreds of consumer suggestions, Heineken was able to improve its product by providing consumers the experience they preferred while generating general interest in the brand (Siu, 2015).

               

            Starbucks also utilized user centered content creation to great effect with their White Cup Contest, launched in 2014. The contest asked customers to draw on Starbucks’ white coffee cups and submit pictures of their designs on social media as entries. The winning entry’s doodle was then featured as the design of a limited edition re-usable plastic Starbucks cup. The contest saw entries from roughly 4,000 consumers over a three week span (Starbucks, 2014).

               

            These marketing campaigns all have one thing in common: user centered participatory design. Typically, these types of marketing campaigns are labeled as consumer-generated marketing, defined as a marketing strategy composed of inviting customers to create material for an advertising campaign (Marketing School, 2012). There is one important factor in the aforementioned marketing campaigns that distinguishes them as design favoring user centered participatory design rather than consumer-generated marketing. These campaigns did not merely ask consumers to make content for a marketing campaign. Every campaign asked consumers to create content to be a part of the brand or product itself. In the Lay’s campaign, consumers were actually able to conceptualize and vote on a new flavor of potato chip. In the Heineken campaign, consumers’ ideas were implemented to positively change their experience drinking a Heineken. With the Starbucks campaign, users were able to create a cup design that would then be available for purchase. As stated in my introduction to user centered participatory design, the term revolves around the ability of a text to enable users who interact with it to achieve their own goals and determine their own uses for a particular communication. These campaigns didn’t just ask consumers to help them market their products, they asked consumers to help them co-create their products. Users were able to voice their desires for particular content in textual production, and moreover, were able to implement their own thoughts and goals for the final production into the text itself, whether it be in the form of their favorite potato chip flavor or in the way they consume a beer. These campaigns gauged and addressed users’ goals for the productions created in addition to catering to producer goals, just as Simmons and Zoeteway (2012) suggested producers should. This invitation to co-create is part of what makes these campaigns so singular. Considering the success of these campaigns in increasing sales and awareness for marketers while fostering feelings of inclusion and agency for consumers, it stands to reason that user centered participatory design not only gives more agency to the user but also sees positive returns for producers.

            This notion of engaging the user in design processes is one that can not only benefit companies in the food service industry or beer industry, but also those in the video game industry. As noted in my piece on dark video game design patterns, the video game industry has had a poor time in recent years of connecting with their audience and providing pleasurable user experiences that value and address user concerns and feedback. This can be seen in video game developers’ integration of lamented microtransaction methods, integrated in-game purchases that unlock new content for the user instead of creating a complete game that the user can access with one upfront purchase.

               

            Now, while I don’t believe microtransactions and in-game purchases will go away altogether, I do think it is the responsibility of video game designers and developers to ensure that the content they do put out in microtransactions and other in-game purchases aligns with consumer desires by utilizing a user centered participatory design method to creating new content. One example of this strategy done well can be seen in the way that video game company Riot Games creates new content for its popular online multiplayer game League of Legends. The game features a plethora of characters, over 100 in fact. The characters all have a base design model that players have access to for free, but if they so desire, players can purchase in-game currency called Riot Points in exchange for real world currency in order to obtain skins which change the appearance of character models as well as the aesthetic appearance of the characters’ actions and abilities. These skins are completely optional and are not a requirement in order to play the game. They do not enhance character performance in any way and there are no in-game purchases which will increase a character’s power in game, unlike the loot box system that was employed in Star Wars Battlefront II, wherein players could purchase with real-world money upgrades to their character that would put them ahead of other gamers who refused to purchase these upgrades. This already portrays the in-game transaction system employed by Riot Games as a little more fair than that of games like Star Wars Battlefront II. Riot’s system doesn’t make the player feel like purchasing anything in-game is a necessary component to performing well, which is an obvious dark game pattern meant to get more money from players invested in the game.

            However, the fact that skins aren’t required to play the game and have the same experience as other players isn’t what designates Riot’s skins as user centered participatory design. It is the manner in which Riot releases these skins, and the ways in which they employ player feedback and desires into the creation of these skins, that warrant the application of user centered participatory design to their process. Take for example two skins that Riot recently released for League of Legends characters Tristana and Illaoi. Most of the time, Riot creates a concept for a skin and releases it without totally gauging user interest. The company has its own artistic and creative freedom and as such shouldn’t always be relegated to creating new content that is only in line with ideas that gamers created or desire. However, Riot does not ignore what League players want and this is prevalent in the implementation of player voting to determine the newest skins for Tristana and Illaoi. Riot concepted three different possible new skins for both of these characters. Then, Riot showcased all three of their designs for each character in an article that asked League players to vote for which skin they’d like to see implemented into the game for the associated character. Once Riot received the votes for these characters, they maintained transparency with their users and released a second article discussing the voting numbers for each skin concept and which skin had received the most votes to be included into the game. Riot could have merely announced the winner for each skin, however, they released all of the voting results for the skins as well as the voting results for each skin based upon the number of games that players had played each champion under. For an example of this, check out the bar graphs put out by Riot below:

User Design in Video Game Marketing: Text

RIOT GAMES CHARACTER SKIN POLL RESULTS

These bar graphs display the voting results for each particular skin concept released by riot games for the characters Tristana and Illaoi. The charts compare the number of votes for each skin concept on the y-axis, and the number of games played on the character in each group on the x-axis. This cross-referencing shows Riot's effort to maintain transparency with their users and ensure that they are openly communicating what skin they are implementing in to the game and why, displaying user-centered participatory design principles by means of listening to player feedback and allowing players a voice in the content that is created for the game (Riot Games, 2019; Riot Games, 2017).

User Design in Video Game Marketing: Gallery

            By allowing players to choose which skins they want to see in-game, Riot is encouraging player feedback and implementing it into the content they produce. Although the players themselves did not concept the skins that were to be included into the game, they were given a say over exactly which skin was. This is a clear example of co-creation and user centered participatory design. Players voice what they want to see in the game, and Riot obliges. Riot is actively giving users the chance to participate in the process of giving a character a new skin, while maintaining communication with the user and explaining their decision-making throughout each step of the voting process. This transparency in decision making and constant integration of player feedback constitute the open-ended methodologies that form user centered participatory design. Additionally, by allotting space for players to voice their desires and goals in textual production, i.e. what it is that players want to see in new aesthetic updates for characters they enjoy, Riot is affording tenets of user centered participatory design by enabling users to determine the outcome for textual production.

            However, it isn't merely in-game content that Riot gives users the potential to participate in creating. Riot also integrates user-generated content into community spotlight videos which showcase the creative faculties of the many users who play League of Legends. These community spotlights often showcase fan art, in-game footage of players' performance, and even cosplay. By giving the community an outlet for their creative expression to be seen, and by actively supporting and publicizing this content, Riot is allowing its users to co-create its content and acknowledge the disparate ways in which the League of Legends brand is appreciated and taken up by users. One such example of Riot's fostering of community creation can be seen below in this link:

an entire page on the League of Legends website dedicated to showcasing players' art.

            Let's contrast Riot Games' method of co-creation of content with the creation of in-game purchases by Psyonix, the creators of Rocket League. Rocket League is a multiplayer online game in which players essentially play soccer. The catch is that the game is not played with human soccer players, but instead with cars. Players drive around and attempt to knock the oversized ball into the opponent’s net, collecting boost pick-ups that spawn throughout the pitch in order to try and get a leg up on opponents or get airtime to make contact with the ball midair. Psyonix makes a good deal of additional cosmetic content for the game, including skins for players' cars, different animations for cars when boosting, hats or other objects to be placed on top of one's car called "toppers", different animations for the ball entering the net, and other aesthetic content. Unlike Riot Games, Psyonix has not polled its players to gauge what kind of in-game content players want to be integrated into Rocket League. Normally, this is not an issue, although players were slightly upset when Psyonix announced the MLB fan pack for Rocket League, which saw a slew of professional baseball themed toppers, boost animations, and car skins. The reason behind players' negative attitude was due to the international player base of Rocket League. Although a beloved sport in the Americas and in Japan, baseball is not the largest international sport. And, considering the game is modeled after soccer, or football as those not from the US would say, many players were disappointed that baseball was receiving representation in the game before many of their favorite soccer teams. The integration of professional teams' image, no matter the sport, is a bit of a tricky one, as Psyonix would have to go through a pretty thorough legal process in order to obtain the rights to use the copyrighted logos of major league teams. However, Psyonix was able to obtain the rights to MLB logos, leaving many wondering why baseball was the first sport to come. Some players even say the game is more analogous to hockey, since players can make contact with one another and there is a wall surrounding the field that players can use to play the ball off of. Additionally, there is the existence of a basketball and hockey mode of playing in Rocket League, whereas no game mode exists resembling baseball in any way. If Psyonix had polled the player base to see what kind of sports skins players wanted to see in game and designed their content revolving around the interests of their player base, they would utilize a more user centered participatory design model that may have led to fewer angry comments by players, and potentially more in earnings. Perhaps then Psyonix would have seen fewer user responses like: "only Americans care about this and even then, this game isn't remotely similar to baseball", or "why do you add this DLC [downloadable content] if you don't even have a baseball game mode or even a workshop for it," (Steam Forum, 2019). 

                       In order to showcase how games that don't utilize a user centered approach to creating content might do so, I've gone to the liberty of creating my own mock Rocket League Community Highlights video. The premise of the video is to feature game play captured and submitted by gamers in order to include users in textual production. Just as Riot Games actively encourages and publicizes content created by users, so too does Psyonix enable users to determine content they produce by providing a space for users to share their own interactions with the game, just like they did with Rudeism. The goals featured in the video are all my own, and thus the username for a majority of the plays is the same. If employed by a video game developer like Psyonix, the purpose of the video would be to showcase gameplay from any user, thus allowing all users the potential to contribute their own content to textual productions that Psyonix circulates amongst the community. This community recognition is key in facilitating a relationship between producer and user as it conveys to users that developers value their investment in the game, considering they are willing to integrate it into new content creation. This focus on integrating user content exemplifies the kind of user centered participatory design that I encourage throughout this portfolio from all textual producers. Check out the video below:   

User Design in Video Game Marketing: Text
Rocket League Community Highlights video 2
01:57
User Design in Video Game Marketing: Video Player

            Imagine you played Rocket League (perhaps you already do), and you send a clip of your own game play into Psyonix to be featured in a weekly spotlight video like my own. Imagine too that your footage was featured and thousands of players got to see your play, showcased by Psyonix itself. These kinds of experiences, and even the promise of these experiences, would be an excellent way of maintaining interest in a particular video game title while also ensuring that a user-base feels as though they matter. The key to this feeling of relevance stems from representation. User centered participatory design advocates for the representation of user desires and goals for textual production within and between texts that producers create. Ideally, a spotlight video akin to the one that I have produced would feature gameplay from any user, not just more prolific users like streamers such as Rudeism. By conveying to users that producers value and provide attention to contributions by every and any player, no matter their name recognition, game developers effectively establish a feeling of belonging and valuation key to maintaining a loyal and satisfied user base. Users invest their time into games like Rocket League and League of Legends because these games consistently integrate community creations into their own textual productions. Other game developers should look to the ways in which companies like Riot and Psyonix maintain following by integrating user centered participatory design principles into their texts and utilize them in order to begin the work of relationship building that Sun and Getto (2017) outline as pivotal to establish a healthy community involving users and producers.

            User centered participatory design is not just catered towards curating user experience, it centers around tenets of localization and community building as mentioned by Sun. It seeks to build trust and foster relationships between producers and users, leading to users' long term interest in brands as well as a more satisfactory experience overall. Catering to one's users in design should not be seen as a poor business model. Unfortunately, most games don't necessarily attempt to cater to users' wishes, just take for example EA's behavior as outlined in my piece on dark video game design. However, producers need to realize that by creating, maintaining, and valuing a community of users by implementing user centered participatory design strategies, they are effectively building trust in their brand and in their product that will lead to happier users and more stable long-term growth, just as it did for companies like Lays or Starbucks. User centered participatory design is a mutually beneficial framework for content creation, and the second that producers view it as such rather than as a chore, users would likely tend to be much less cynical of marketing and design in video games, and of all content. 

References

Chief Marketing. Frito-Lay Lay's Do Us a Flavor - Gold. (2013). Retrieved June, 2019, from https://www.chiefmarketer.com/pro-awards-winners/best-idea-or-concept-gold

Consumer Generated Marketing: What is Consumer Generated Marketing? (2012). Retrieved from https://www.marketing-schools.org/types-of-marketing/consumer-generated-marketing.html

Dirkened. (2019, March 19). Rocket League: Take the Field with the MLB Fan Pack. Retrieved from https://steamcommunity.com/games/252950/announcements/detail/1818798163814269050

Getto, G., & Sun, H. (2017). Localizing user experience: Strategies, practices, and techniques for culturally sensitive design. Technical Communication, 64(2).

Jimenez, J. (2019, April). The Next Tristana Skin Is... Retrieved from https://nexus.leagueoflegends.com/en-gb/2019/03/the-next-tristana-skin-is

Parker, M. (2019, February 27). Community Spotlight: Rudeism. Retrieved from https://www.rocketleague.com/news/community-spotlight--rudeism/

Riot Games. (2019). Retrieved June 26, 2019, from https://fanart.na.leagueoflegends.com/en_US/

Siu, E. (2015, March 12). 10 User Generated Content Campaigns That Actually Worked. Retrieved from https://blog.hubspot.com/marketing/examples-of-user-generated-content

Starbucks Announces the Winner of its White Cup Contest. (2014, June 23). Retrieved from https://stories.starbucks.com/stories/2014/starbucks-announces-the-winner-of-its-white-cup-contest/

Starck, W. (2017, May). The Next Illaoi Skin is... Retrieved from https://nexus.leagueoflegends.com/en-us/2017/11/the-next-illaoi-skin-is/

User Design in Video Game Marketing: Text
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©2019 by Timothy Wyland.

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