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The Challenge of Managing Affordances in Computer Game Play

The Challenge of Managing Affordances in Computer Game Play

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HUMAN IT REFEREED SECTION<br />

first place, and how do we figure out how the buttons on our mobile<br />

phone or N<strong>in</strong>tendo DS are connected to those fall<strong>in</strong>g blocks? Researchers<br />

familiar with (usability) design will most likely reply to these questions<br />

with “It’s the game’s affordances”.<br />

Affordance has become a well-known term <strong>in</strong> the design world, and it<br />

is mostly used when researchers seek to expla<strong>in</strong> how people discover the<br />

functionality <strong>of</strong> features <strong>in</strong> computer applications and other everyday<br />

products. It is probably not an exaggeration to say there are as many def<strong>in</strong>itions<br />

<strong>of</strong> the term as there are researchers def<strong>in</strong><strong>in</strong>g it. Only one researcher<br />

can claim orig<strong>in</strong>al ownership <strong>of</strong> it though, namely James J. Gibson,<br />

who <strong>in</strong>troduced the concept <strong>of</strong> affordance <strong>in</strong> his by now famous book<br />

<strong>The</strong> Ecological Approach to Visual Perception (1986). <strong>The</strong> affordance concept<br />

became quite popular among scholars and researchers outside the<br />

world <strong>of</strong> ecological psychology, especially <strong>in</strong> human-computer <strong>in</strong>teracttion<br />

(HCI), when it was <strong>in</strong>cluded by Norman <strong>in</strong> <strong>The</strong> Psychology <strong>of</strong> Everyday<br />

Th<strong>in</strong>gs (POET) (1988), but it also spread from the scientific realm to<br />

more general and popular uses. At the same time, however, the popularisation<br />

has also lead to a subsequent devaluation <strong>of</strong> conceptual currency,<br />

as Torenvliet (2003) phrases it, because “somewhere on the way from<br />

academia to Starbucks […] someth<strong>in</strong>g happened. <strong>The</strong> mean<strong>in</strong>g <strong>of</strong> affordance<br />

became distorted and confused. At first it was subtle, but by<br />

now its mean<strong>in</strong>g has bifurcated wildly” (13).<br />

Much <strong>of</strong> the current confusion surround<strong>in</strong>g the affordance concept<br />

can be attributed to an <strong>in</strong>cautious use <strong>of</strong> term<strong>in</strong>ology <strong>in</strong> POET (Norman<br />

1988). Today, the concept plays a significant role <strong>in</strong> HCI, but also <strong>in</strong><br />

areas like situated/embodied cognition and artificial <strong>in</strong>telligence robotics<br />

(e.g. Clancey 1997; Duchon, Warren & Kaelbl<strong>in</strong>g 1998). Still, <strong>in</strong> all areas<br />

we see a misuse <strong>of</strong> the term <strong>in</strong> phrases like “learn<strong>in</strong>g an affordance”,<br />

“develop<strong>in</strong>g an affordance”, “represent<strong>in</strong>g an affordance”, and “add<strong>in</strong>g<br />

an affordance” (e.g. Cos-Aguilera, Cañamero & Hayes 2003; Stoytchev<br />

2005; Valpola 2005). However, accord<strong>in</strong>g to Gibson (1986), affordances<br />

are someth<strong>in</strong>g we perceive, rather than “learn”, “develop”, or “add”; affordances<br />

are properties <strong>of</strong> objects, which are perceived <strong>in</strong> relation to an agent’s<br />

bodily properties and capabilities. However, quite a few researchers, it<br />

seems, now ascribe the affordance label to almost everyth<strong>in</strong>g that has a<br />

physical appearance, hop<strong>in</strong>g it will expla<strong>in</strong> how users perceive, for <strong>in</strong>stan-<br />

84

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