Skip to main content

Microbial Integration on Player Experience of Hybrid Bio-digital Games

Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST,volume 273)

Abstract

Hybrid bio-digital games physically integrate non-human, living organisms into computer gaming hardware and software. Whilst such type of game can add novelty value, the positive impact of the added biological element on player experience has not yet been verified quantitatively. We conducted a study involving two groups of 20 participants, to compare player experiences of two versions of a video game called Mould Rush, which relies on the growth patterns of micro-organisms commonly known as ‘mould’. Results from self-reporting Game Experience Questionnaire (GEQ) showed that the group who played the version of Mould Rush that integrated real mould, had produced significantly higher mean GEQ scores (p < .001) on the following dimensions: Positive Affect; Sensory and Imaginative Immersion; Positive Experience; and Returning to Reality. Furthermore, results from participant interviews indicated that the slowness of mould growth was enjoyed by those who played real-mould-integrated version of Mould Rush. Contrastingly, the slowness was perceived as a negative feature for those who played the game without integrated mould. We discuss the implications and limitations of all of our findings.

Keywords

  • Hybrid gaming
  • Microbial integration
  • Bio-digital interaction

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-030-16447-8_15
  • Chapter length: 12 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   44.99
Price excludes VAT (USA)
  • ISBN: 978-3-030-16447-8
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   60.00
Price excludes VAT (USA)
Fig. 1.
Fig. 2.
Fig. 3.

Notes

  1. 1.

    https://biohackanddesign.com/mould_rush/.

  2. 2.

    https://www.twitch.tv/mould_rush.

  3. 3.

    Only the top 8 most popular themes have been presented in this paper for brevity.

References

  1. Riedel-Kruse, I.H., Chung, A.M., Dura, B., Hamilton, A.L., Lee, B.C.: Design, engineering and utility of biotic games. Lab Chip 11(1), 14–22 (2011). https://doi.org/10.1039/C0LC00399A

    CrossRef  Google Scholar 

  2. Database: Hybrid Biological Digital Games. https://biodigitalgames.com/database/

  3. Jabr, F.: How brainless slime molds redefine intelligence. Nat. News. (2012). https://doi.org/10.1038/nature.2012.11811

  4. Slime Mold Andi. https://medium.com/@slime_mold_Andi

  5. Gerber, L.C., Kim, H., Riedel-Kruse, I.H.: Interactive biotechnology: design rules for integrating biological matter into digital games. In: DiGRA/FDG (2016)

    Google Scholar 

  6. Kim, R., Thomas, S., van Dierendonck, R., Poslad, S.: A new mould rush: designing for a slow bio-digital game driven by living micro-organisms. In: Proceedings of the 13th International Conference on the Foundations of Digital Games (FDG 2018) (2018). https://doi.org/10.1145/3235765.3235798

  7. van Eck, W., Lamers, M.H.: Biological content generation: evolving game terrains through living organisms. In: Johnson, C., Carballal, A., Correia, J. (eds.) EvoMUSART 2015. LNCS, vol. 9027, pp. 224–235. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-16498-4_20

    CrossRef  Google Scholar 

  8. Hossain, Z., et al.: Interactive cloud experimentation for biology: an online education case study. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (2015). https://doi.org/10.1145/2702123.2702354

  9. Lee, S.A., et al.: Trap it!: a playful human-biology interaction for a museum installation. In: Proceedings of 33rd Annual ACM Conference on Human Factors in Computing Systems (2015). https://doi.org/10.1145/2702123.2702220

  10. Kim, H., et al.: LudusScope: accessible interactive smartphone microscopy for life-science education. PLoS One 11(10), e0162602 (2016). https://doi.org/10.1371/journal.pone.0162602

    CrossRef  Google Scholar 

  11. van Eck, W., Lamers, M.H.: Player expectations of animal incorporated computer games. In: Chisik, Y., Holopainen, J., Khaled, R., Luis Silva, J., Alexandra Silva, P. (eds.) INTETAIN 2017. LNICST, vol. 215, pp. 1–15. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-73062-2_1

    CrossRef  Google Scholar 

  12. Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., Groner, R.: Playing online games against computer-vs. human-controlled opponents: effects on presence, flow, and enjoyment. Comput. Hum. Behav. 24(5), 2274–2291 (2008). https://doi.org/10.1016/j.chb.2007.11.002

  13. IJsselsteijn, W.A., de Kort, Y.A.W., Poels, K.: The Game Experience Questionnaire. Technische Universiteit, Eindhoven (2013)

    Google Scholar 

  14. Harvey, H., Havard, M., Magnus, D., Cho, M.K., Riedel-Kruse, I.H.: Innocent fun or ‘microslavery’? Hastings Cent. Rep. 44(6), 38–46 (2014). https://doi.org/10.1002/hast.386

    CrossRef  Google Scholar 

  15. Zhang, W., Nielson, D.R.: Synthetic biology applications in industrial microbiology. Front. Microbiol. 5 (2014). https://doi.org/10.3389/fmicb.2014.00451

  16. Adli, M.: The CRISPR tool kit for genome editing and beyond. Nat. Commun. 9, 1911 (2018)

    CrossRef  Google Scholar 

  17. Poslad, S.: Ubiquitous Computing: Smart Devices, Environments and Interactions. Wiley, Hoboken (2009)

    CrossRef  Google Scholar 

  18. Charlton, P., Poslad, S.: A sharable wearable maker community IoT application. In: 12th International Conference on Intelligent Environments, IE 2016 (2016)

    Google Scholar 

  19. Poslad, S., Ma, A., Wang, Z., Mei, H.: Using a smart city IoT to incentivise and target shifts in mobility behaviour – is it a piece of pie? Sensors 15(6), 13069–13096 (2015)

    CrossRef  Google Scholar 

Download references

Acknowledgements

This research was supported by EPSRC and AHRC Centre for Doctoral Training in Media and Arts Technology (EP/L01632X/1).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Raphael Kim .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2019 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Verify currency and authenticity via CrossMark

Cite this paper

Kim, R., Thomas, S., van Dierendonck, R., Kaniadakis, A., Poslad, S. (2019). Microbial Integration on Player Experience of Hybrid Bio-digital Games. In: Cortez, P., Magalhães, L., Branco, P., Portela, C., Adão, T. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2018. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 273. Springer, Cham. https://doi.org/10.1007/978-3-030-16447-8_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-16447-8_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-16446-1

  • Online ISBN: 978-3-030-16447-8

  • eBook Packages: Computer ScienceComputer Science (R0)