Elizabeth Stringer, Ph.D.

Elizabeth Stringer

Director, Academics

Clinical Professor

Email

estringer@smu.edu

Office Location

306D

Phone

214-768-5134

Biography

Elizabeth Stringer came to 水多多导航 Guildhall in 2006 with over a decade of experience in project management and business development in the games industry. She has now served as a Faculty member and Director of Academics for two decades.

After graduating from USC, she began making games and has shipped over 30 titles in her career. She helped grow an independent development company, led internal studios for publishers and has expanded franchises with external development.

She started her career as a Producer at an independent developer, Xatrix Entertainment, and created games for the PC and LBE. As Executive Producer at an internal studio of games publisher Activision, she worked on many franchises such as Zork, Star Trek and Heavy Gear. She also served as Director of Development for Atari on some of their most successful original and licensed properties including Blues Clues, Thomas the Tank Engine, Dora the Explorer and the Backyard Sports franchise.

In her role as faculty member and Director of Academics at 水多多导航 Guildhall, she continues to consult as designer and content creator for educational games funded by the National Science Foundation and DARPA on varied topics including math instruction, teacher training, and leadership and conflict resolution. She is currently working extensively in the field of VR/AR to develop projects for both the 水多多导航 Department of Psychology and the 水多多导航 Simmons School of Education and Human Development.

Elizabeth also serves as a Faculty member at the AT&T Virtualization Center.

Specializations

Production

Professional Experience

  • Director of Development— Atari
  • Executive Producer – Activision
  • Producer – Xatrix Entertainment

Education

  • M.Ed. - 水多多导航
  • B.A. Communications – University of Southern California
  • Ph.D. in Arts, Technology, and Emerging Communication – University of Texas at Dallas

Shipped Games and Contributions

  • BeyBlades PS2 2003 - Atari
  • BeyBlades GBA 2003 - Atari
  • BeyBlades PC 2003 - Atari
  • Scrabble PC 2003 - Atari
  • Scrabble PSP - Atari
  • Thomas the Tank Engine: Thomas Saves the Day PC 2003 - Atari
  • Dora the Explorer: Animal Adventures PC 2003 - Atari
  • Blue’s Clues: Blues Takes You to School PC 2003 - Atari
  • Backyard Basketball PS2 2003 - Atari
  • Backyard Basketball 2004 PC 2003 - Atari
  • Backyard Baseball GameCube 2003 - Atari
  • Backyard Hockey PC 2002 - Atari
  • Backyard Football GameCube 2002 - Atari
  • Backyard Football GameBoy Advance PC 2002 - Atari
  • Backyard Baseball GameBoy Advance PC 2002 - Atari
  • Backyard Basketball PC 2001 - Atari
  • Backyard Soccer PlayStation PC 2001 - Atari
  • Backyard Football 2002 PC 2001 - Atari
  • Backyard Soccer MLS Edition PC 2000 - Atari
  • Backyard Baseball 2001 PC 2000 - Atari
  • Total Annihilation Kingdoms: The Iron Plague PC 2000 - Atari
  • Star Trek Armada PC 2000 - Activision
  • Heavy Gear II PC 1999 - Activision
  • 4 title compilation Mediamatics 1998 - Activision
  • Zork Grand Inquisitor DVD ATI 1998 - Activision
  • Zork Grand Inquisitor DVD Gateway 1998 - Activision
  • Zork Grand Inquisitor DVD Creative Labs 1998 - Activision
  • Zork Grand Inquisitor DVD Hollywood Plus 1998 - Activision
  • Zork Grand Inquisitor DVD 1998 - Activision
  • Top Shot PC 1998 - Activision
  • Zork Grand Inquisitor 7L PC 1997 - Activision
  • Vertical Reality LBE 1997 –Sega GameWorks
  • Cyberia2PC 1996 – Virgin Interactive
  • Cyberia PC 1994 - Interplay

Research

Interdisciplinary Research

2014 – Present

  • Virtual Reality Behavioral Simulators: Decade long cross-disciplinary partnership with the 水多多导航 Dept. of Psychology. My directed focused study courses develop Oculus (now MetaQuest) IVETs and in 2023 migrated to their new hardware and added a male and female police avatar along with additional interactor avatar animations. This brings the current total to eight IVETs deployed in behavioral psychology research including voice modulation capabilities and a participant stress meter for role-play scenarios to study of causal pathways linking race-related stress reactivity and addictive behaviors, and reach into high-schools and address risky teen behaviors for “The Avatars Project”, and the behavioral research for the “Female Avatar Project” used to assess bystanders' responses when confronted with a situation that could lead to another individual getting hurt, as well as and “My Voice, My Choice” used to reduce the incidence of sexual violence in adolescent girls.

    My individual research area is developing a new grounded theory of hybrid orthosocial-parasocial relationships between anthropomorphic avatar dyads in VR for which my ongoing study found the mediated communication in the dyadic IVE enabled an authentic interpersonal relationship that embodied elements of both orthosocial and parasocial relationship phenomenology. Specifically, I observed that marionetting, as a dyadic design heuristic of an IVE communication construct, enabled real-time UX interactivity of behavioral ecological validity between the participant and the interactor’s avatar appropriate to engage the willing suspension of disbelief. By definition, this reciprocated interactive communication with a mediated persona, while virtual in appearance and synthetic in voice, was enough to consider it for a separate threshold of orthosocial relationship, a mutually reciprocal interpersonal relationship between a consumer and mediated virtual persona. My study also found that a positive increase in a behavioral skill after using VR as a medium to practice the skill was predicted by the strength of the subjects’ parasocial relationship to their partner’s mediated virtual human avatar persona. And confirmed by this study’s design, a relationship with a fictional persona that was one-sided on the part of the subject, the stylized humanoid form of the mediated interactor virtual avatar marionette, was enough to establish a parasocial interaction response. The analysis showed that the virtual human persona dyad generated the theorized effect of parasocial interaction, in which a person’s behavior is influenced by interacting with a fictional media persona. Expressly, the social science methodological anticipated influential effect of more accurate and realistic subject self-assessments accompanied by a directed activity (compared to only a survey recall method), were consistent with this study’s quantitative results.
     
  • My Voice My Choice Virtual Reality Simulation, Parking Lot
    Guildhall student developers: Matt Milner, Kevin Morris, Marcelo Raimbault
    Guildhall faculty developers: E. Stringer, B. Fisher, J. Farrell
    水多多导航 Dedman Department of Psychology researchers: L. Simpson, E. Jouriles
  • The Female Avatars Project Virtual Reality Simulation, Parking Lot
    Guildhall student developers: Mitchell Massey
    Guildhall faculty developers: E. Stringer, B. Fisher, J. Farrell
    水多多导航 Dedman Department of Psychology researcher: E. Jouriles

  • The Female Avatars Project Virtual Reality Simulation, House Party and High-School Hallway
    Guildhall student developers: Conor Dalton, Justin Gibbs
    Guildhall faculty developers: E. Stringer, B. Fisher, N. Heitzman
    水多多导航 Dedman Department of Psychology researchers: E. Jouriles, K. Sargent

  • The Female Avatars Project Virtual Reality Simulation, High-School Avatars
    Guildhall student developers: Conor Dalton, Justin Gibbs
    Guildhall faculty developers: E. Stringer, B. Fisher, N. Heitzman
    水多多导航 Dedman Department of Psychology researchers: E. Jouriles, K. Sargent

  • The Avatars Projects Virtual Reality Simulations, House Party and High-School Hallway
    Guildhall student developer: Jaylin Weston Wong
    Guildhall faculty developers: E. Stringer, B. Fisher, N. Heitzman
    水多多导航 Dedman Department of Psychology researcher: E. Jouriles

  • Racism-Related Social Interactions Virtual Reality Simulation, House Party
    Guildhall student developer: David Rosario
    Guildhall Faculty developer E. Stringer
    水多多导航 Dedman Department of Psychology researchers: P. Lui, S. Pham

  • Emotional Intelligence Improv Dyads using Avatars, House Back Porch
    Guildhall student research assistant: Emma Anderson
    Guildhall researcher: E. Stringer

  • Fostering Police and Citizen Communication through Empathy, House Party and High-School Hallway
    Guildhall student developer:  Juan Ospina Bustamante
    Guildhall Faculty developers: E. Stringer, B. Fisher
    水多多导航 Dedman Department of Psychology researchers. E. Jouriles, R. McDonald
     

Dissertation:

I designed four behavioral simulation role-play IVEs in collaboration with clinical psychologists Dr. Ernie Jouriles and Dr. Priscilla Lui in the 水多多导航 Department of Psychology, 水多多导航 Guildhall art faculty Boris Fisher (two original art faculty developers, Nick Heitzman and Joel Farrell, have since moved on to other pursuits), and 水多多导航 Guildhall graduate student software development teams. My research collaborations came into fruition due to a previous partnership between the behavioral researchers in 水多多导航’s Department of Psychology and game development faculty at 水多多导航 Guildhall that sought to explore the use of VR in behavioral research. Eleven years prior to my involvement, an IVE developed for the 水多多导航 Department of Psychology by 水多多导航 Guildhall, “My Voice, My Choice”, successfully guided subjects to respond to unwanted sexual overtures in order to reduce the incidence of sexual violence in adolescent girls. The research study findings of Dr. Lorelei Simpson Rowe, Dr. Ernest Jouriles, and Dr. Rene McDonald were published in 2015 (“Reducing Sexual Victimization Among Adolescent Girls: A Randomized Controlled Pilot Trial of My Voice, My Choice” in the journal Behavior Therapy) using the original IVE, but the software program became out-of-date and some of the hardware was failing. In light of the consistent results in behavioral change studies, Dr. Jouriles and I agreed to assemble another research and development team to update their 11-year-old third-generation VR tools (the eMagin VR headset) and re-fresh the graphics (the Half-Life game engine) for the simulation in order to continue to study with fourth-generation IVETs. For the first updated IVE, we built a completely new Unity engine virtual environment with a pre-release Oculus dk1 development VR headset. For the virtual environment design, The Parking Lot, we modeled a generic mid-priced sedan parked in an urban setting and modeled and animated four male avatar interactor options and one nonspecific female and one nonspecific male participant avatar (clothed legs and torso only). The researchers used the same role-play “My Voice, My Choice” scenario scripts as the original simulation. The Parking Lot IVE new feature options requested and completed for the study included: change of time of day from day to night option, change of weather by adding rain with multiple rates of descent options, change the number of cars in the parking lot, and add a spatially oriented sound cue trigger of a cat screech and a trash can falling over to the right of the subject’s position. A year later, in The Parking Lot IVE, we upgraded the computer hardware and updated to the pre-release Oculus dk2 development VR headset. We then created “The Female Avatars Project”, for which we modeled and animated four new female avatar interactor options and added additional animations for the existing four male avatar interactor options. Kristen Yule and Kelli Sargent, doctoral student behavioral researchers in Dr. Jouriles department, then designed new scenarios with male and female interactor role-play simulations that integrated enhanced training in bystander responses when confronted with a situation that could lead to another individual getting hurt. Their research study findings were published in 2016 in the Journal of Adolescent of Health. In the following year, the next IVE’s built were the “The Avatar Projects” and we upgraded the computer hardware and updated to the ready-to-be released consumer Oculus VR headset. For one new virtual environment design, The Backyard Porch, we modeled a suburban back porch set during a house party. For the second new virtual environment design, The Highschool Hallway, we modeled a high-school stairwell situated next to a locker hallway. We also texture aged-down all eight of the avatar interactors a few years in order to extend the role-play IVE behavioral simulations reach into high-schools and reanimated all the avatars in both new IVEs. Kelli Sargent, a doctoral student behavioral researcher in Dr. Jouriles department, designed new role-play scenarios to address risky teen behaviors. Their research study findings on developing resistance to antisocial peer pressure were published in 2018 in the Journal of Clinical Child & Adolescent Psychology. In 2019 and 2020, we upgraded the computer hardware and updated to the second release of the consumer Oculus Rift VR headset using The Backyard Porch IVE and added alcohol and drug props along with scenario specific character animations for both the male and female avatar interactors. For user research (UR), we exposed variables to track the simulation session start and end times, and added a stress meter that tracked input from the joystick on the handheld Oculus Touch controller that was used by the participant to press and hold when feeling stress during the simulation scenario. Assistant Professor in the 水多多导航 Department of Psychology, Dr. Pricilla Lui, and a doctoral student, Savannah Pham, designed new-role play scenarios to explore the effect of microaggressions on stress-related negative behaviors. With Dr. Jouriles, the pilot study findings on the effects of racial discrimination on stress and alcohol craving were published in 2020 in the journal Cultural Diversity and Ethnic Minority Psychology and the follow-up article “Advancing Knowledge on the Health Consequences of Discrimination: The Potential of Virtual Reality” was accepted by the same journal in November of 2020. Due to COVID-19 IRB protocols surrounding in-person testing in 2020, we reconfigured the IVET so it could be controlled by one researcher in the lab, and the participant while in their own separate location could download the scene to their computer and use their personal VR headset (only an Oculus Rift) to login with protected credentials via a peer-to-peer network. Upon completion of the full-study in April of 2023, the researchers submitted the results for the article to the journal.

[139] K. S. Sargent, E. N. Jouriles, M. Chmielewski, and R. McDonald, “Using virtual reality to create an observational assessment of adolescent resistance to antisocial peer pressure,” Journal of Clinical Child & Adolescent Psychology, 1537-4416 print, pp. 1 - 12, Aug. 2018.

[149] E. N. Jouriles, D. Rosenfield, K. Yule, K. S. Sargent, and R. McDonald, “Predicting high-school students’ bystander behavior in simulated dating violence situations,” Journal of Adolescent Health, vol. 58, no. 3, pp. 345 - 351, Mar. 2016.

[150] L. S. Rowe, E. N. Jouriles, and R. McDonald, “Reducing sexual victimization among adolescent girls: a randomized controlled pilot trial of my voice, my choice,” Behavior Therapy, vol. 46, no. 3, pp. 315 - 327, May 2015.

Lui, P., Storz-Stringer, E., & Jouriles, E. (in review Oct. 25, 2023).Virtual reality in research designed to induce stress: ethical considerations and data on participants’ perspectives.

Lui, P. P., Gobrial, S., Stringer, E., & Jouriles, E. N. (in press Oct. 5, 2023). Effects of racial discrimination on stress, negative emotions, and alcohol craving: a registered report of a virtual reality experiment. Cultural Diversity and Ethnic Minority Psychology.

Lui, P., Storz-Stringer, E., & Jouriles, E. (2023). Advancing knowledge on the health consequences of discrimination: the potential of virtual reality. Cultural Diversity and Ethnic Minority Psychology, 29(1), 96-105. https://doi.org/10.1037/cdp0000460

 

2015 – 2019

  • Motion Capture Video Games for Learning Geometry: Multi-organizational partnership with the 水多多导航 Lyle School of Computer Engineering under a research grant from Dr. Candace Walkington of 水多多导航 Simmons School of Education and Development for Hidden Village, a full-body gesture motion capture technology game to create and evaluate learning outcomes in the “math in motion” geometry adventure game. In my thesis, internship, and directed focus study courses, Guildhall students worked with the educational research team and with other faculty at the University of Wisconsin. We used the 水多多导航 Guildhall Summer Academy to usability test the game across multiple iterations. 2019’s refresh of this game includes a new narrative, written by alumna Guildhall level designer and new art created by alumni Guildhall artist.

  • Hidden Village XR Engine, PC version
    Guildhall student developers: Katie Wood
    Guildhall alumni developers: Shoham Charikar
    Guildhall faculty advisor: E. Stringer
    水多多导航 Simmons Department of Teaching and Learning researcher: C. Walkington

  • Hidden Village Unity Engine, Xbox Kinect version
    Guildhall student developers: Brian B., Andrew Curley, John Wilson, Dylan Fansler
    Guildhall faculty developer: E. Stringer
    水多多导航 Simmons Department of Teaching and Learning researcher: C. Walkington

Research Grants 

  • September 12, 2023 – July 31, 2027 (Funded, Award ID R01DA058626) Lui, P. (Principal), Jouriles, E. (Co-Principal), Stringer, E. (Co-Principal), “Effects of Direct and Vicarious Discrimination on Alcohol and Cannabis Cravings: Virtual Reality Experiment“, Sponsored by NIH, National Institute of Health, National Institute on Drug Abuse, $2,586,115

    SPECIFIC AIMS: Alcohol and cannabis are the most misused psychoactive substances in the United States.1 Individuals who drink are more likely to use cannabis, and vice versa.2 Given the negative physical, personal, and social consequences of the misuse of alcohol and cannabis, their use and co-use are critical public health concerns.3 African Americans are more likely than Whites to use cannabis, and to meet diagnostic criteria for alcohol use disorder (AUD) and cannabis use disorder (CUD), and their co-occurrence.4-7 Still, African Americans remain underrepresented in biomedical research and health services. Racism may function to sustain ethnoracial disparities in substance use and misuse. Direct interpersonal experiences with discrimination (i.e., being victimized personally) are linked to African Americans’ alcohol and cannabis use outcomes, and general use of both drugs.8-11 Yet, this link is almost exclusively based on correlational findings that use retrospective reports of direct interpersonal experiences with discrimination. Correlational methods limit the conclusions that can be made about causality, and the focus on direct interpersonal experiences with discrimination likely underestimates the negative impact of racism on substance use among African Americans. Specifically, vicarious discrimination experiences (e.g., witnessing or hearing about someone else’s experiences with racism) are more common than direct discrimination experiences, and vicarious discrimination has been shown to intensify stress and prompt repetitive thoughts about these experiences.12-14 Unfortunately, the link between vicarious discrimination and alcohol and cannabis use is not well established. To advance science on the deleterious effects of racism and discrimination on alcohol and cannabis use and co-use among African Americans, there is a need to delineate the causal effects of both direct and vicarious discrimination, and their mechanisms (e.g., stress, rumination, and coping motives) and moderators (e.g., racial private regard) on drinking, cannabis use, and their co-use. The primary objective of the proposed research is to examine effects of direct and vicarious racial discrimination on alcohol and cannabis use and co-use. We will use an innovative experimental procedure employing virtual reality (VR) to expose individuals to racial discrimination incidents, and to establish a causal relation between experiences with discrimination and alcohol and cannabis use. The research is also designed to identify indirect pathways by which direct and vicarious racial discrimination can lead to increased alcohol and cannabis use, by measuring in real time individuals’ appraised stress, coping motives, and cravings for these substances. We will also examine individuals’ repetitive thoughts about the discrimination experiences, together with alcohol and cannabis cravings following the experimental procedure. In addition, racial private regard will be evaluated as a protective factor against the negative effects of discrimination on appraised stress, and subsequently alcohol and cannabis use outcomes. By evaluating these mediators and moderators, it is our goal to identify potential targets for interventions to reduce the harmful effects of direct and vicarious discrimination on drug use. African American male and female, college student and non-college community adults aged 18-25 at risk for alcohol or cannabis use, or both (N = 456) will be recruited for a between-group experimental study. Individuals will be randomly assigned to either receive direct or vicarious discrimination, or to the control condition. Experimental stimuli have been developed building on results from prior studies and have been used in our pilot research.15-18 Appraised stress and motives for using alcohol and/or cannabis to relieve stress will be assessed immediately before and after the VR simulations. Rumination over the discrimination experiences, alcohol and cannabis cravings, and actual use of alcohol or cannabis or both (referred to below as “alcohol and cannabis (co-)use”), will be measured within 24 hours and 48 hours post experimentation. Our specific aims and hypotheses are:
    (a) Aim 1: Determine effects of direct and vicarious racial discrimination on alcohol and cannabis (co-)use. Participants in both direct and vicarious discrimination conditions will be more likely to report alcohol consumption, cannabis use, or their co-use, relative to participants in the control condition.
    (b) Aim 2: Identify 2 pathways linking discrimination experiences to alcohol and cannabis (co-)use via acute stress or anger rumination, and subsequently coping motives. Discrimination will elicit stress and repetitive thoughts about the experiences, and motivations to use in order to cope, and in turn lead to greater odds of alcohol and cannabis (co-)use.
    (c) Aim 3: Delineate the protective role of racial private regard on the effects of direct and vicarious discrimination on acute stress. Racial private regard will buffer effects of discrimination on stress. This application aligns closely with NIDA’s Racial Equity Initiative and funding priority on polysubstance use, and NIH’s UNITE Initiative. By addressing these aims, we will have added to the scientific literature by testing causal pathways by which direct and vicarious discrimination may prompt alcohol and cannabis (co-)use, and examining the degree to which racial private regard may mitigate the risks for alcohol and cannabis use in African Americans at-risk for AUD and/or CUD.
     
  • August 1, 2021 – July 31, 2026 (Funded, Award ID 2115393) Walkington, C. (Principal), Stringer, E. (Co-Principal), Petrosino, A. (Co-Principal), Ringstaff, C. (Co-Principal), Dhingra, K. (Co-Principal), “Seeing the World thought a Mathematical Lens: A Place-Based Mobile App for Creating Math Walks”, Sponsored by NSF, National Science Foundation, NSF 20-607 Advancing Informal STEM Learning, 47.076 Education and Human Resources, $1,270,132

  • August 2020 – July 2024 (Funded, Award ID R305A200401) Walkington, C. (Principal), Stringer, E. (Co-Principal), Nathan, M. (Co-Principal), “Exploring Collaborative Embodiment for Learning (EXCEL): Understanding Geometry through Multiple Modalities” Sponsored by U.S. Department of Education, Institute of Education Sciences (IES), $1,398,245

  • June 1, 2019 - December 31, 2019 (Funded) Walkington, C. A. (Principal), Storz-Stringer, E. (Co-Principal), "Creating a Prototype Augmented Reality Simulation for Learning High School Geometry," Sponsored by 水多多导航, 水多多导航, $7,000

  • August 31, 2016 (Funded) "Just-in-Time Teaching Grant," Sponsored by 水多多导航, 水多多导航, $1,000

Publications

  • Effects of racial discrimination on stress, negative emotions, and alcohol craving: A registered report of a virtual reality experiment. Cultural Diversity & Ethnic Minority Psychology (Lui, P. Priscilla), (Gobrial, Sarah), (Stringer, Elizabeth), (Jouriles, Ernest N.) 10.1037/cdp0000636 — Selected as APA Journal Editor's Choice (American Psychological Association)

  • Lui, P., Storz-Stringer, E., & Jouriles, E. (in review Oct. 25, 2023).Virtual reality in research designed to induce stress: ethical considerations and data on participants’ perspectives.

  • Dhingra, K., Walkington, C. & Stringer, E. (2023) Perspective one: how the pis designed the project to support student growth. Partnerships for Change: Transforming Research on Emergent Learning Technologies, Digital Promise, 65-67.

  • Lui, P. P., Gobrial, S., Stringer, E., & Jouriles, E. N. (in press Oct. 5, 2023). Effects of racial discrimination on stress, negative emotions, and alcohol craving: a registered report of a virtual reality experiment. Cultural Diversity and Ethnic Minority Psychology.

  • Lui, P., Storz-Stringer, E., & Jouriles, E. (2023). Advancing knowledge on the health consequences of discrimination: the potential of virtual reality. Cultural Diversity and Ethnic Minority Psychology, 29(1), 96-105. https://doi.org/10.1037/cdp0000460

  • Cook, C. H., Slocum, J. W., & Storz-Stringer, E. (2019). Power Distance, Trust, and Performance. Vik, 6 (1st Ed.). Press Start. http://press-start.gla.ac.uk.

Question and Answer

Can you share the backstory behind what brought you to a career path in game development?
 
As a fresh graduate of USC, I worked with a head hunting agency on interviewing at the major studios in LA. In completing a profile at the agency, my personal family background of building computers and playing the early computer games on them came up. The agency then connected me with a commercial production company in Burbank that had started developing their first PC game, Cyberia. I started there as a PA (production assistant), but with my college degree in Communications, my role expanded to Producer, working with both the development team and the publishing team. I never looked back.
 
I continued to produce computer games for Activision and Atari before being recruited to guest lecture in a new program at 水多多导航 called Guildhall. As project management of game teams is my primary area of expertise, I mentored their early cohort and was then asked to adjunct in the game development courses. The living laboratory at 水多多导航 Guildhall and the passionate graduate students in attendance provided even more opportunity for me to study team dynamics and investigate different processes in order to enable creative software development projects to ship consistently for ever-changing consumer entertainment tastes. I brought my professional experience and my research findings together to add a fourth specialization to the program, a master’s in Production (Producers). This meant coming on full-time and shortly thereafter assuming some administrative management responsibility for the faculty and academics of the overall program.
 
水多多导航 is filled with incredibly smart and generous faculty who helped integrate our graduate game development program into the Dallas campus, support our research, and operate our degree at an elite level. We are incredibly ambitious and raised the standards for our graduates to take on leadership in the industry. Our mission is to grow the professionalism, the value of games, and the quality of life for the international video game industry.
 
Can you share the most interesting story that happened to you since you started your career?
 
Starting at 22 years old at an indie start-up, I got to do pretty much everything at one point or another. There were no barriers, no boundaries, and no rules to follow yet. Everyone just did what needed to get done for the day, the week, the milestone, the project. We pulled resources from Hollywood, from specialty schools, and from other industries in order to mold them to fit the game development asset pipeline. It was my first “real” job, and so I did not know how unusual my experiences were. It was my norm. I then took all of those lessons and threw open to the doors to train others to join the field, one-at-a-time at first, but by the hundreds these days. It’s no longer a niche profession without a path for clear onboarding.
 
Moreover, at Xatrix, even though the median age of our team was very young, I was the youngest. When I assumed leadership responsibilities, some of the older (30-year-old) developers could have balked at my direction. But, it was already in my nature to research, plan, prepare, communicate, follow-up, give feedback, and have contingencies for life. So, by using this approach to my job, my age and experience level really did not become a factor. In fact, I became the most experienced full Producer hired at Activision at the time.
 
“First to arrive”, “last to leave”, and “give credit to others” have become my default behaviors and so it was always the work of the developers that was made visible and rewarded. This servant leadership style is what was the genesis of our Production specialization at 水多多导航 Guildhall, and remains relevant for modern game development teams. Removing all blockers from your team, supporting risks that lead to innovation, failing quickly, and consistently maintaining high visibility of all work have become the hallmark of a successful game development team that can deliver a fun product on a predictable schedule. 
 
How have you used your success to Change the World?
 
I became a leader for my team and for my studio at a relatively young age. I was managing production at 23. As I took on additional responsibilities in my career, I was able to work on a variety of titles that broadened my interactions with publishers, licensors and build a network. This led to an invitation to guest lecture at a university to a group of students in their first class as game developers. Sitting in the back of the room before my lecture, I was still younger than half of these students and they did not know I was the lecturer for that day.  They were discussing task progress and communication issues related to working as a team to build a game, and they sounded just like the professional developers I worked with everyday.  So when I got up in front of the class to start my lecture, I connected their experience to mine and to the industry overall. I realized that I had an opportunity to guide them with my expertise and they could grow their skills and team dynamics before they were on the job – where mistakes are costly and conflicts cause bugs. The original mentorship of students became the framework for the Professors of Practice as primary instructors in the first graduate game development program in the world with the four principle disciplines of a video game team. As a full-time faculty 20 years later, our graduate program has graduated over 1,000 alumni that have brought processes and practices to grow the video game industry and promote a sustainable work ethic in conjunction with a high quality product.
 
What technological innovations are you working on?
 
The living laboratory that is the team game production courses and supervised thesis research has contributed many innovations in process, organizational behavior, and games user research. One particular area related to the fundamental conditions for creative teams to thrive was researched by me with a VR simulation created for behavioral research. As many researchers will share, it is an event outside the control of the research design that can provide the conditions to study a variable. During the Covid-19 pandemic, our team game production courses moved to online and faculty interacted with students through Zoom and Slack instead of face-to-face two-way synchronous communication. In the normal mode of instruction, I introduced emotional intelligence in an active-classroom format with a series of improv exercises and a self-assessment.  Since 水多多导航 Guildhall faculty, students, and alumni had built several IVE’s (immersive virtual environments) in which two avatars were situated for dyadic real-time conversation, I moved the EI instruction into the VR lab.
 
The resulting quantitative data from the EI skills measured from the virtual version of the improv exercises along with the user experience data led to the development of a new theory of authentic interpersonal relationships that are enabled by dyadic virtual avatars, a hybrid orthosocial-parasocial relationship.  Even though the IVE I used had represented the current technological VR R&D of that moment, as VR hardware continued to improve fidelities, the IVE’s themselves looked dated.  However, instead of users deciding not to accept the avatar interactor due to its limited realism compared to modern expectations, the user experience was successful in making an authentic connection and the strength of this relationship was significantly associated with their self-assessment of their EI skills. I was able to draw stark contrasts to the experiences of performing the improv of an emotionally charged scene with a live partner and with a virtual partner. These results are being written up now and will be available for continued research with our university.
 
How do you think this might disrupt the status quo?
 
Understanding the development of mediated authentic interpersonal relationships with avatars will certainly impact the characters in game designs to be played within the magic circle, but the research has application to other media as well.  The perception of the IVE as a UX opportunity for a space to rehearse a skill and learn new behavior with the conscious understanding that the virtual human avatar partner was not physically present in the same real-world space, and therefore are enabled to more fully engage in the expression of emotions without concern for the other persons reaction. There was a choice to return to VR for a “fun” experience to learn more skills and practice more behaviors. Additionally, there are some unique potential benefits to anthropomorphoids, the stylized cartoonish humanoid interactor avatar design heuristic, in dyads. The anthropomorphoid relieves some of the pressure and anxiety of real-world face-to-face communication. Yet, the social presence between the participant and the interactors’ avatars is sufficient to learn new behavioral skills that are directly applicable to real-life relevancy. Furthermore, situating an anthropomorphoid dyad in a potentially emotional state in a virtual space affords the participant the freedom to express authentic emotional responses without the follow-on ramifications with a unstructured and unscheduled living relationship in the physical world. Therefore, as the overall ecological validity for boundaries of hybrid orthosocial-parasocial relationships in a dyadic IVE is researched further, fidelity matched behavioral simulators could accomplish gains for individuals that find they prefer to engage with virtual human interactors on certain sensitive topics concerning their opinions or experiences.
 
Games are not simply entertainment, but they can be used for important purposes. In what ways does your work at 水多多导航 Guildhall impact people and society?
 
Change in behavior is theorized to occur through engagement. It would then follow that player engagement is state in which skills, attitudes, and self-sufficiency can be taught. A major contributor to fun and engagement in games is to provide an environment that will present obstacles that will challenge the players and motivate them to develop new skills and apply them to achieve their goals – all of which aligns with the constructivist theory of learning. Designing for player engagement is the key to Game-Based Learning… without it, the outcomes of GBL may not create lasting learning.
 
As game designers, we all know how to direct player behavior with the tools in our toolbox and leverage the data analytics to optimize achievement. Our approach to games user research, GUR, is to inform and advise those who wield them to use their powers ethically. GUR had already documented several forms of GBL outcomes. In my research we have zeroed in on a key contributor... If there is one finding l leave you with here, today, is the dominance of self-efficacy in GBL. Self-efficacy is described as how someone perceives their capability of completing a task. Our GUR has found the elements necessary for successful GBL contained within the construct of self-efficacy. It is the one tool to rule them all.
 
A person’s self-efficacy can be leveraged through mastery experiences, social modeling, social persuasion, and embodiment of a physical and emotional state. These then can become a game designer’s tools for GBL. And since self-efficacy is domain specific, a person’s beliefs in their abilities can vary depending on the context. Connecting self-efficacy to constructivist educational practices and using the situated theory of learning in order to describe best practices for designers has furthered the efforts of all in video game design.
 
How do you think games and gamification can be used to enhance education?
 
Playing to learn is nothing new and how to use gamification to achieve learning objectives can be applied to the digital form of play, video games… But, should we teach with video games? My answer is an enthusiastic “yes”, even though many educational games play like the equivalent of your mother “putting cheese sauce on your vegetables”. It is true that edutainment as a genre of games has had a series of hits and misses, more so than entertainment-based games. This is usually because edutainment games just overlay educational content with gameplay as an extrinsic reward to motivate engagement to the learning content, without connecting the content to the gameplay. Research has shown that without relating the gameplay to the learning content, dissonance can occur when students switch between disconnected contexts of the gameplay and the learning, which breaks the long-term state of full immersion and focus, a.k.a. player engagement. Gamifying lessons for the sake of gamification is not necessary for learning and can even working against long term learning. Understanding how gamification can impact learning is how game-based learning, GBL, can be effective. So the question we really should be asking is “how” should we teach with digital games?  Proponents of digital game-based learning have argued that well-designed games embody educational and learning theory and are in line with some of the best practices of education.
 
However, it is the role of the game developers to ultimately balance the design of compelling game experiences to create long-term engagement. And there are many aspects of the design of a videogame that can impact the game’s appeal. For example, game developers make decisions regarding the game’s core mechanic and pillars, the visual representation of the game content, the emotional design of the narrative, the game’s incentive system, and social aspects of play. But to root a game in educational theory, learning scientists are the experts with the instructionally appropriate learning opportunities. Thus, a more complete understanding of how to successfully design and sustain the state of player engagement for GBL can be disseminated with research, training and cross-disciplinary collaboration.

 

Additional feature interviews and Q&A sessions with Elizabeth Stringer:

  •