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Sökning: db:Swepub > Blekinge Tekniska Högskola

  • Resultat 5201-5210 av 8152
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5201.
  • Nacke, Lennart (författare)
  • From Playability to a Hierarchical Game Usability Model
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a brief review of current playability and game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
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5202.
  • Nacke, Lennart (författare)
  • Future Game Design : Biofeedback and Player Experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • This seminar presents and discusses the ongoing work of major game researchers within the EU financed research project "The Fun of Gaming: Measuring the Human Experience of Media Enjoyment" (http://project.hkkk.fi/fuga/). The scope of the project is to measure player experience and design new game applications for a future generation of gamers that harness the power of modern input devices (like eye trackers, positional sensors like the Wiimote, galvanic skin conductance electrodes, sound interaction, etc.) to create a measurable, more enjoyable player experience (measured with biofeedback like EMG and EEG as well as questionnaires). This talk will introduce the reader to input technology that will soon reach the mass market and become readily available for game developers and designers. We will discuss the challenges this new input technology presents to current generation developers and the potential it holds. The adaptability of games to biofeedback mechanisms will be discussed and numerous examples of new game designs harnessing the power of biofeedback will be presented. An interesting insight in results of the ongoing experimental studies is given as well as a discussion of the implications this holds understanding player experience. We close with a moderated dialog on how interactive entertainment could be designed in the future using the innovative techniques presented in this lecture.
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5203.
  • Nacke, Lennart (författare)
  • Game Design and Player Emotions
  • 2008
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This talk gives a brief overview of how game design can influence player emotions. We will not only talk about what player emotions are currently elicited by game designs, but also about how to measure those emotions using physiological and psychological methods. We close with current research results of the FUGA project.
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5204.
  • Nacke, Lennart (författare)
  • Game Experience : Components and Methods of Measurement
  • 2009
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this talk, we will have a look at game experience models and what components they consist of. Next, we continue to identify what components could potentially be measured using the methodology established in the EU-funded FUGA project. We establish a basic model of player experience and propose how this is useful for game industry and research.
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5205.
  • Nacke, Lennart, et al. (författare)
  • Game Metrics and Biometrics : The Future of Player Experience Research
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
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5206.
  • Nacke, Lennart, et al. (författare)
  • Gameplay Experience in a Gaze Interaction Game
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.
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5207.
  • Nacke, Lennart, et al. (författare)
  • Log Who’s Playing : Psychophysiological Game Analysis Made Easy through Event Logging
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.
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5208.
  • Nacke, Lennart (författare)
  • Measuring players' experience of games and real-time simulations
  • 2008
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This talk introduces play experience measurement methods developed in the EU-funded FUGA project. It has a special focus on using these methods for serious games and real-time simulation projects, since the measurement of fun is especially important for engaging learning environments. We conclude with biofeedback methods and how this natural interface can provide new possibilities for game design.
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5209.
  • Nacke, Lennart, et al. (författare)
  • More than a feeling : Measurement of sonic user experience and psychophysiology in a first-person shooter game
  • 2010
  • Ingår i: Interacting with computers. - : ELSEVIER. - 0953-5438 .- 1873-7951. ; 22:5 Sp. Iss. SI, s. 336-343
  • Tidskriftsartikel (refereegranskat)abstract
    • The combination of psychophysiological and psychometric methods provides reliable measurements of affective user experience (UX). Understanding the nature of affective UX in interactive entertainment, especially with a focus on sonic stimuli, is an ongoing research challenge. In the empirical study reported here, participants played a fast-paced, immersive first-person shooter (FPS) game modification, in which sound (on/off) and music (on/off) were manipulated, while psychophysiological recordings of electrodermal activity (EDA) and facial muscle activity (EMG) were recorded in addition to a Game Experience Questionnaire (GEQ). Results indicate no main or interaction effects of sound or music on EMG and EDA. However, a significant main effect of sound on all GEQ dimensions (immersion, tension, competence, flow, negative affect, positive affect, and challenge) was found. In addition, an interaction effect of sound and music on GEQ dimension tension and flow indicates an important relationship of sound and music for gameplay experience. Additionally, we report the results of a correlation between GEQ dimensions and EMG/EDA activity. We conclude subjective measures could advance our understanding of sonic UX in digital games, while affective tonic (i.e., long-term psychophysiological) measures of sonic UX in digital games did not yield statistically significant results. One approach for future affective psychophysiological measures of sonic UX could be experiments investigating phasic (i.e., event-related) psychophysiological measures of sonic gameplay elements in digital games. This could improve our general understanding of sonic UX beyond affective gaming evaluation.
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5210.
  • Nacke, Lennart (författare)
  • Next Generation Testing : Biometric Analysis of Player Experience
  • 2009
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.
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