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Sökning: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) hsv:(Mänsklig interaktion med IKT) > Lindley Craig

  • Resultat 1-10 av 15
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1.
  • Grimshaw, Mark, et al. (författare)
  • Sound and Immersion in the First-Person Shooter : Mixed Measurement of the Player's Sonic Experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Player immersion is the holy grail of computer game designers particularly in environments such as those found in first-person shooters. However, little is understood about the processes of immersion and much is assumed. This is certainly the case with sound and its immersive potential. Some theoretical work explores this sonic relationship but little experimental data exist to either confirm or invalidate existing theories and assumptions. This paper summarizes and reports on the results of a preliminary psychophysiological experiment to measure human arousal and valence in the context of sound and immersion in first-person shooter computer games. It is conducted in the context of a larger set of psychophysiological investigations assessing the nature of the player experience and is the first in a series of systematic experiments investigating the player's relationship to sound in the genre. In addition to answering questionnaires, participants were required to play a bespoke Half-Life 2 level whilst being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. We hypothesize that subjective responses correlated with objective measurements provide a more accurate assessment of the player's physical arousal and emotional valence and that changes in these factors may be mapped to subjective states of immersion in first-person shooter computer games.
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2.
  • Hagelbäck, Johan, et al. (författare)
  • Psychophysiological Interaction and Empathic Cognition for Human-Robot Cooperative Work (PsyIntEC)
  • 2014
  • Ingår i: Gearing Up and Accelerating Cross-Fertilization between Academic and Industrial Robotics Research in Europe. - Cham : Springer. - 9783319029337 ; , s. 283-299
  • Bokkapitel (refereegranskat)abstract
    • The aim of the PsyIntEC project is to explore affective and cognitive modeling of humans in human-robot interaction (HRI) as a basis for behavioral adaptation. To achieve this we have explored human affective perception of relevant modalities in human-human and human-robot interaction on a collaborative problem-solving task using psychophysiological measurements. The experiments conducted have given us valuable insight into the communicational and affective queues interplaying in such interactions from the human perspective. The results indicate that there is an increase in both positive and negative emotions when interacting with robots compared to interacting with another human or solving the task alone, but detailed analysis on shorter time segments is required for the results from all sensors to be conclusive and significant.
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3.
  • Lindley, Craig, et al. (författare)
  • Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • All games are cognitive learning environments. A cognitive approach to understanding games and gameplay emphasises the analysis and understanding of these learning functions and how game design features facilitate them. The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion. Psychophysiological techniques provide empirical methods for investigating play that provide a foundation for developing plausible models of what those cognitive decision processes are, how they relate to design features and how emotions integrated with task performance lead to rewards of play, creating an experience of 'fun'.
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4.
  • Lindley, Craig, et al. (författare)
  • Game Play Schemas : From Player Analysis to Adaptive Game Mechanics
  • 2008
  • Ingår i: International Journal of Computer Games Technology. - : Hindawi Publishing. - 1687-7047 .- 1687-7055. ; :1
  • Tidskriftsartikel (refereegranskat)abstract
    • Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive processes underlying game play, as well as detailed hypotheses for the hierarchical structure of pleasures and rewards motivating players. Game engagement is accounted for as a process of schema selection or development, while immersion is explained in terms of levels of attentional demand in schema execution. However, schemas may not only be used to describe play, but might be used actively as cognitive models within a game engine. Predesigned schema models are knowledge representations constituting anticipated or desired learned cognitive outcomes of play. Automated analysis of player schemas and comparison with predesigned target schemas can provide a foundation for a game engine adapting or tuning game mechanics to achieve specific effects of engagement, immersion, and cognitive skill acquisition by players. Hence, schema models may enhance the play experience as well as provide a foundation for achieving explicitly represented pedagogical or therapeutic functions of games. This paper has described an approach to the analysis of game play based upon schema theory and attention theory. An empirically basedmethod has been described as a basis for identifying and validating hypothetical game play schemas. Automated schema recognition and the potential uses of explicit schema representations within game systems have been explored. This approach provides for explicit modeling of the C. A. Lindley and C. C. Sennersten 7 cognitive systems and processes underlying game play, both for analytical studies of play and as a potential implementation mechanism for adaptive games. Work on the analysis of games using this approach is ongoing. It is hoped that the results of this work will provide the foundations for future implementation of schema-based adaptive game systems.
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5.
  • Nacke, Lennart, et al. (författare)
  • Affective Ludology, Flow and Immersion in a First- Person Shooter : Measurement of Player Experience
  • 2009
  • Ingår i: Loading..., The Journal of the Canadian Game Studies Association. - : The Canadian Game Studies Association. - 1923-2691. ; 3:5
  • Tidskriftsartikel (refereegranskat)abstract
    • Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun. These informal terms require a scientific explanation. Ludologists also acknowledge the need to understand cognition, emotion, and goal- oriented behavior of players from a psychological perspective by establishing rigorous methodologies. This paper builds upon and extends prior work in an area for which we would like to coin the term "affective ludology." The area is concerned with the affective measurement of player-game interaction. The experimental study reported here investigated different traits of gameplay experience using subjective (i.e., questionnaires) and objective (i.e., psychophysiological) measures. Participants played three Half-Life 2 game level design modifications while measures such as electromyography (EMG), electrodermal activity (EDA) were taken and questionnaire responses were collected. A level designed for combat-oriented flow experience demonstrated significant high-arousal positive affect emotions. This method shows that emotional patterns emerge from different level designs, which has great potential for providing real-time emotional profiles of gameplay that may be generated together with self- reported subjective player experience descriptions.
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6.
  • Nacke, Lennart, et al. (författare)
  • Boredom, Immersion, Flow : A pilot study investigating player experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.
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7.
  • Nacke, Lennart, et al. (författare)
  • Brain Training for Silver Gamers : Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience
  • 2009
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert, Inc.. - 1094-9313 .- 1557-8364. ; 12:5, s. 493-499
  • Tidskriftsartikel (refereegranskat)abstract
    • In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released “brain-training” games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2×2 mixed factorial design (age group: young and old×game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem– solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.
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8.
  • Nacke, Lennart, et al. (författare)
  • Electroencephalographic Assessment of Player Experience : A Pilot Study in Affective Ludology
  • 2011
  • Ingår i: Journal Simulation & Gaming. - : SAGE. - 1046-8781 .- 1552-826X. ; 42:5, s. 632-655
  • Tidskriftsartikel (refereegranskat)abstract
    • Psychophysiological methods, such as electroencephalography (EEG), provide non-intrusive and reliable measurements of affective player experience. For studying player experience, we present a pilot study and its initial results to solidify a research approach we call affective ludology, a research area concerned with the affective measurement of player-game interaction. The study investigates the impact of level design on brainwave activity measured with EEG and player experience measured with questionnaires; with the goal of understanding cognition, emotion, and player behavior from a psychological perspective. For this purpose, a methodology for assessing gameplay experience with subjective and objective measures was further developed that extends prior work in affective measurements of digital games. We report the result of this pilot study, the impact of three different level design conditions (boredom, immersion, and flow) on EEG and subjective indicators of gameplay experience. Results from the subjective gameplay experience questionnaire support the validity of our level design conditions. Patterns of EEG spectral power show that the immersion level design elicits more activity in the theta band, which may support a relationship between virtual spatial navigation or exploration and theta activity. Our research shows that facets of gameplay experience can be assessed with measures of affective ludology, such as EEG, in which cognitive patterns emerge from different level designs.
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9.
  • Nacke, Lennart, et al. (författare)
  • Flow and Immersion in First-Person Shooters : Measuring the player’s gameplay experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.
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10.
  • 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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