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AbleGamers Speaks to PopCap Games Part I PDF Print
 
Written by Mark C. Barlet, on 05-07-2008 21:34
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popcap1.jpgLast Friday AbleGamers had a great opportunity to talk to Garth Chouteau, senior director of Public Relations for Popcap Games. Joining myself (Mark Barlet, Editor-in-Chief) was Steve Spohn, Senior Contributor for AbleGamers.com, and Michelle Hinn, Chair of the Gaming Accessibility Special Interest Group of the IDGA (AKA GA-SIG of the IDGA, OKAY). Now for the record,  Michelle requested to be the audience for this interview, however her creative mind came up with a few great questions off the bat.

Below is part one of a three part interview, keep in mind that this interview was hand transcribed from a real conversation.  So the writing style may be a little different than you're used to, because his speech transposed on paper versus something that was written for print to begin with.

Mark: Welcome Garth to the AbleGamers site, would you like to take this opportunity to let you share with the community who you are.

Garth: I am the senior director of Public Relations for Popcap Games, I've been doing high-tech PR for twenty-three years and much of it has been in the game space. Specific to games, my first gaming PR was with Data East about 20 years ago, and sense then I have done PR for various times for Storm Front Studios, Total Entertainment Network. Pogo.com and now Popcap Games, and in between there I worked for a number of years for AutoDesk heading up the PR for their multi-media products which at the time included 3D Studio and Animator Pro which as far as I know is still used pretty extensively in video game development. So between the actual video game experience and AutoDaesk and other places I've been I would say the majority of my experience is in games or very directly related to games.

Mark:  Great, Steve and I really wanted to talk to you... A couple of weeks ago you guys at Popcap released some information on a survey that you guys did. Can you tell us at AbleGamers some of the finding of that survey?

peggle1Garth: The survey was first and foremost prompted by some work that was done at East Carolina University a clinical study that involved 130 subjects and took about six months and that survey produced some very interesting findings including ...terming for the first time scientifically that casual gaming, such as Bejeweled, Peggles and Bookworm Adventures can have a significant effect on mood, and the professor overseeing that survey was particularly intrigued by the prospect of improving mood through playing casual games, and said, "Garth look what we need to do next is go down this path with respect to people who are clinically depressed, and if we can have the kind of results that we're seeing here with average subject who is not diagnosed with depression.  Imagine what the effect may be with people who are in fact depressed" so that got me thinking, "Gee we've done other surveys in the past, and we danced around the question but ever drill down very far in this issue of what percentage of our customer base in the overall casual gaming audience is disabled."  We had reason to believe it was somewhere and 10 to 12 percent range, but between those kinds of anecdotal pieces of information and this study," we should really do more here."  We should figure out what's really going on, or do our best to find out.  So we decided that we were going to conduct a study, or the survey, specific to people with disabilities, how do we say that.  We went with our usual survey firm, but we did a lot more in the way of due diligence to make sure that the questions were correct, but also very appropriate, to personal or ...we wanted to be respectful but at the same time, we need to get a certain level of information.  So we ran it by some of our disabled customers, we ran it by a couple of doctors, psychologists, and a professor at ECU, to the point where we're pretty confident that we can get the information we wanted without offending people are making them feel as we were exploiting them or invading their privacy.  I will tell you that, we did get a couple, two or three e-mails from people who "why are you doing this?  Why do you need this level of information for me?  What is the point of this, a lot of personal information."  We got five times... six times as many e-mails from people who said,  "I took your survey, think you, thank you for caring.  Thank you for asking.  Thank you for wanting to know more about how I and other people with disabilities play these games." And when you add to that the number of people who were in the survey itself.  It took some opportunity to comment, we ask a lot of open-ended questions, they're just fields , you can type as much as you want.  We want all the information you're willing to give us.  And so if you factor in all the people in those took those opportunities to also convey their appreciation.  It was overwhelming.  It was almost 10 or 20 to one people saying you we are glad that we did the survey.  So that was very reassuring to us, to say the least, in terms of the actual survey results I would say.  The percentage, the 20% that we came back with as far as casual game players, who have some sort of disability, was somewhat surprising to us. We did not think it would be that high, but when you think about the percentage of overall consumers in the US who are disabled.  This isn't that far beyond that.  So you can look at this percentage 20.5% and compare that to the  roughly 14 - 15% of the population as a whole and say,  "yeah that makes sense people who have disabilities are probably more inclined to play these games than the average consumer.  And they're going to play them somewhat differently, and there is going to be a higher percentage of people with disabilities that gravitate to these games than non-disabled people"

Michelle: when you are talking about that.  I'm a professor at the University of Illinois, and my doctoral thesis was on the positive psychology of games that people with disabilities.  So what you just said, rang  100% true, because that's what I've been trying to get more anecdotally, as I've described.  The fact that you have this quantitative data, makes me very interested in wanting to join your team with ECU, because the position I have affords me some extra stories like disabled veterans, a number of parents that call me and I think that we can put out something pretty amazing.  Like an article or something like that they would say, "hey were on the something."  The industry is not looking at that.  So keep that in the back of your mind, that is actually my personal interest and my researches on that.  So I was like "oh my God, somebody gets it YAHHHH."

 Garth: I think that's very good information, and to your point.  First, I would say, we have this next step with this study with East Carolina University that we will be looking at the effects of these games on people who are clinically depressed.  But the professor who's doing that stuff is tied into the NIH, tied in the Department of Defense, he is actively putting our games into their studies and research that is going on,   One of which is Wounded Warriors.  So veterans coming back from Afghanistan and Iraq with severed head trauma.  How do you rehabilitate these soldiers with things that will engage them, you can certainly present them with a shooter game, and they would probably like, they are type A personalities,  They got in the military for a reason.  But what we try to do is to get them.  Over time to learn to, for instance, control their impulses and other things like that.  You certainly cannot just give them a hard-core game.  You have to find other things, and when you're looking  casual games then you have to consider that these folks are type A personalities, what kind of games do you give chuzzle1then that involves enough of the risk-taking mentality and other sensibilities that this audience has, so that is one of the things were exploring with him. Another thing he's looking at is people with Sickle Cell disease, because sickle cell apparently is very much affected by stress levels. So they have a study where they are looking at alternative therapies for people with sickle cell, and one of the three alternative therapies is likely to be playing casual games for 15 or 30 minutes at a sitting.  So we are very interested in that side of things in a lot of ways.  As Mark and I discussed a little bit a day or two ago, this method of finding problems for which the games already offers a solution. There are two paths here really, one is; let's build a game that accomplishes this objective, people recovering from cancer, or people with multiple sclerosis, or whatever the infirmity might be.  Let's make a game for those people, that is one path.  I think is a very tenuous path, I think is a dangerous path, I think it's fraught with problems.  Most importantly, or most glaringly, is the problem...  if you sit down to make a game and your objective is not to make the game... your primary objective is not, "I want to make a game as fun as it could possibly be."  If other stuff is factored into that you will go astray in that process.

Michelle: I definitely agree.  We want games to be fun for everyone and not just fun for this one guy.

Garth: We're talking about when you look at the survey, when you look at this study, when you look at these other things that the folks at ECU you are talking about doing with the games. What you're finding is, there are who knows how many thousands of casual and independent games out there and then there are of course thousands more commercial games now, at this point in time, for just about anyone over the age of four, and even games for just about any type of physical and mental or developmental disability in terms of accessibility and playability and fun factor and those things still work, there are games are still viable.  It's more a function of finding the right peg to fit in that round or square or diamond shaped hole that you see and building a new peg to fit in that hole .  With accommodation of these things, but from where we see it right now at least it's still an exercise of, "that's interesting, Peggles has these effects, so what might it do for these respective audience" so than rather than build games with a particular objective other than "let's have fun".  We're looking at it as its quite possible that all, or most, of the games that one might ever want for various effects on people of all stripes already exist.  It's just a function of drilling down and identifying that.

Michelle: write what is it they can't access it may be a control or it may be as simple as adding a controller to their computer to play a game.

Garth: we were somewhat surprised at face value when we looked at the 20.5%, but working those numbers and thinking about the more we... we weren't blown away or dumbfounded by them.  We weren't dubious to their accuracy.  In terms of other things that surprised us, the percentage of people who responded saying, we were severely disabled was somewhat higher than we expected.  It was more than three quarters of all respondents.  To some extent, we were... it's kind of tricky to say, what surprised us because on the one hand, I can say with a straight face, we were surprised that the percentage of disabled gamers who said that they derived benefits above and beyond those of non-disabled gamers from playing these games.  So in a way that's true, it did surprise us a little bit.  I think it was a little...

Michelle:  ... a way back to wanting to learn how to live, because if you consider coming back from a situation where you're terribly injured.  You know, you can think - I don't want to do any rehab.  But if you had a game that was interested in playing in an alternative way than they would be more interested in learning how to do other things in other ways.

Garth: absolutely, my other point was going to be we probably communicate with our customer base more often, and more actively than probably any other video game company, so we weren't totally blindsided.  We had enough anecdotal... just e-mails that come in over the transom and phone calls.  My e-mail and phone number are the only ones listed on the Popcap site, so I get everything.  I get every customer concern, every think you, I get everything.  The bottom line is, I take every one of those opportunities to drill down, who are you where you live, who do you play the games with, and so forth.  So we were... I personally, when we built out these questions, I look at some of these questions and I knew are going to get some interesting responses here, I don't know how big the numbers will be or how overwhelming.  But I know it's going to be good.  I know it's good to be stuff that's going to open people's eyes.  So it's hard for me to say we were shocked by this because we, knew we had a sense.  One of the things that was kind of surprising to us, and again was the kind of thing that we looked at and said, this is somewhat surprising to us we think it's can be really surprising to others is, to your point Michelle, this idea that beyond any tangible benefits that you can identify.  There is these intangibles that has to do with a sense of accomplishment, a sense of belonging, the sense of getting back to mental space that you want to get back to, me when we when we that you recall fondly.  All of those things were bigger in terms of the percentages of people they're saying; "yes" that is a significant and specific benefit it's not the kind of thing...

Michelle: That's the stuff that gets you in the gut

Garth: it's also the kind of stuff you don't hear from nondisabled people.  They don't think of these games that way.  They think of these games as 15 minute me time or relaxation opportunity but beyond that, I think that the benefits they are deriving to the extent that the knowledge them.  It's worn kind of the subconscious I don't know why a big grin spreads over my face when I play Peggles, but it does, and I want to get back to it.  We're disabled customers.  I think are much more introspective, a bit more in tune perhaps with their minds and bodies and their needs of the same, and have a better sense of what these games can do for them and are just... and more in touch with various aspects of existing than the average non-disabled person does.  And we start to think about things from the perspective; you're looking at things more clearly perhaps, or more in tune with how these games affect them.


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Last update: 07-07-2008 18:05

Published in : Disabled Gamers News, General News
Keywords : Popcap, Garth Chouteau, Disability, survey
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