Tom Cole

Tom Cole
University of Greenwich · School of Computing & Mathematical Sciences

PhD (HCI/Games Studies) Emotional engagement in Videogames
Interested in collaborations on new work. Continuing research into the eudaimonic gameplay experience.

About

7
Publications
4,238
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156
Citations
Introduction
My research is on how we can broaden and deepen emotional engagement in video games, with an emphasis on systems, rules, mechanics and controls. Previously a designer in the industry, completed PhD at Goldsmiths, London, UK. Working on flagship collaboration between Coursera, University of London and Goldsmiths. The online BSc in Computer Science is the first fully online batchelors degree delivered by Coursera.

Publications

Publications (7)
Article
Full-text available
The nascent growth of video games has led to great leaps in technical understanding in how to create a functional and entertaining play experience. However, the complex, mixed-affect, eudaimonic entertainment experience that is possible when playing a video game—how it is formed, how it is experienced, and how to design for it—has been investigated...
Conference Paper
Full-text available
Grounded Theory Methodology (GTM) is a powerful way to develop theories in domains where there are obvious opportunities to contribute in the form of carefully developed descriptive or explanatory conceptual theories. Reasonably nascent areas of academia, such as Game Studies, stand to particularly benefit from the development of new theoretical ac...
Conference Paper
Full-text available
Digital games are a wide, diverse and fast developing art form, and it is important to analyse games that are pushing the medium forward to see what design lessons can be learned. However, there are no established criteria to determine which games show these more progressive qualities. Grounded theory methodology was used to analyse language used i...
Conference Paper
Full-text available
Ico and Shadow of the Colossus are two games of high critical acclaim that are well known for their emotional affect – particularly because some of those emotions are unusual amongst digital games. Analysis of emotion in video games often focuses on narrative and representative elements, and emotions regularly experienced by gamers such as frustrat...
Conference Paper
Full-text available
The concept of eudaimonia in the study of video games has been the subject of increasing interest in recent years, especially as juxtaposed to the idea of hedonia which is often assumed as lying at the heart of most video game play experiences. However, there is a lack of consensus on what eudaimonia exactly is, how it manifests in the player exper...
Conference Paper
Full-text available
Research on the emotional experience of playing videogames has increased in recent years, yet much of this work is focused on the hedonistic player experience (PX) commonly associated with the nebulous concept of ‘fun’ and positive affect. Researchers are increasingly paying more attention to the eudaimonic PX com- monly associated with ‘appreciati...

Questions

Question (1)
Question
I've read a few of the question and answer threads on here with regards to software to use for (constructivist) Grounded Theory, but none quite answer my questions/needs.
My uni has a licence for NVivo, so it's there if I want to use it and I've used it for a small GT project already. But there are some things I don't quite like about it:
* Bloated with a bajillion options and will take significant time to learn how to use it better/'properly'
* Not sure how it helps with sorting/comparing codes with codes and looking for what to elevate to categories.
* Proprietary file format, which also won't track changes/version control/keep history of how codes have changed/been rearranged over time.
The latter point is particularly of concern. Ideally I'd like have a text based format that I can keep in a repo on github using version control. That way I can return to previous codes and see how things evolved if I need to.
Things I've found out, but not sure if it answers my issues:
* RQDA. Open source, and saves as SQL AFAIK so could be used with github. My concern is lack of support and the fact it hasn't been developed for over 2 years, and even then only by one person. Plus it seems to just tag codes and then allow you to do little else with them, maybe organise them tree-like? Anyone else got experience with this?
* MaxQDA. I could use this since I have some funds available to buy other software. Seems stripped down and more streamlined. I wouldn't need to the more expensive versions because I don't need quantitative features. Anyone able to say how this compares with NVivo?
Also, would MaxQDA project file be usable with version control?
* Maybe there's a text-based export I can do from NVivo that would work well with version control (or from MaxQDA if needed for that matter?).
Any software that I should check out? Anything I've missed? I'm trying to think of an elegant solution to the coding, versioning issue but then still being able to use an interface to sort out codes to group them when needed (memos can always just be done in a text editor if need be).
Thanks in advance!

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