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The Fun of Gaming: Measuring the Human Experience of Media Enjoyment

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Information about The Fun of Gaming: Measuring the Human Experience of Media Enjoyment

Published on February 28, 2008

Author: acagamic

Source: slideshare.net

Description

Presentation at the Quo Vadis 2007 in Berlin of the EU FUGA research project.
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Lennart Nacke Blekinge Institute of Technology, Sweden

Some basic facts Research group and EU FUGA project The EU FUGA Project Procedures, objectives and benefits Inside stimulus development Research work and CISGS Conclusion Lennart Nacke, Quo Vadis 2007

Some basic facts

Research group and EU FUGA project

The EU FUGA Project

Procedures, objectives and benefits

Inside stimulus development

Research work and CISGS

Conclusion

Studied computational visualistics Diplom-Ingenieur from University of Magdeburg Junior Game Designer at impara GmbH Recently moved to Sweden PhD student in Digital Game Development BTH CISGS research group Working in the EU FUGA Project Modding, Programming Examining game enjoyment Lennart Nacke, Quo Vadis 2007

Studied computational visualistics

Diplom-Ingenieur from University of Magdeburg

Junior Game Designer at impara GmbH

Recently moved to Sweden

PhD student in Digital Game Development

BTH CISGS research group

Working in the EU FUGA Project

Modding, Programming

Examining game enjoyment

Cognition, Interaction, Simulation and Game Science Head of Research Professor Craig Lindley, PhD Focus Empirical research on cognition Eye-Tracking Psychophysiology of game play Lennart Nacke, Quo Vadis 2007

Cognition, Interaction, Simulation and Game Science

Head of Research

Professor Craig Lindley, PhD

Focus

Empirical research on cognition

Eye-Tracking

Psychophysiology of game play

European Commission funding Sixth framework program New and Emerging Science and Technology (NEST) PATHFINDER initiative “ Measuring the impossible” EU financial contribution to FUGA: ~ 2,000,000 € Duration of FUGA 36 months (3 years) Lennart Nacke, Quo Vadis 2007

European Commission funding

Sixth framework program

New and Emerging Science and Technology (NEST)

PATHFINDER initiative

“ Measuring the impossible”

EU financial contribution to FUGA:

~ 2,000,000 €

Duration of FUGA

36 months (3 years)

Helsinki School of Economics Center for Knowledge and Innovation Research (CKIR) Helsinki University of Technology Helsinki Institute for Information Technology (HIIT) Gotland University (HGO/BTH) BTH CISGS research group Hannover University of Music and Drama (HMTH) Department of Journalism and Communication Research University of Aachen (UKA) Eindhoven University of Technology (TUE) Lennart Nacke, Quo Vadis 2007

Helsinki School of Economics

Center for Knowledge and Innovation Research (CKIR)

Helsinki University of Technology

Helsinki Institute for Information Technology (HIIT)

Gotland University (HGO/BTH)

BTH CISGS research group

Hannover University of Music and Drama (HMTH)

Department of Journalism and Communication Research

University of Aachen (UKA)

Eindhoven University of Technology (TUE)

Lennart Nacke, Quo Vadis 2007

Jussi Holopainen, NOKIA Thomas Howalt, IO Interactive Martin Lorber, EA Germany Stephan Reichart, GAME & Aruba Sten Selander, Spelplan Stacey Spiegel, I-mmersion Lennart Nacke, Quo Vadis 2007

Jussi Holopainen, NOKIA

Thomas Howalt, IO Interactive

Martin Lorber, EA Germany

Stephan Reichart, GAME & Aruba

Sten Selander, Spelplan

Stacey Spiegel, I-mmersion

The main objective of FUGA is to create novel methods and improve existing measures in order to examine how the different dimensions of computer game experience can be assessed comprehensively with high temporal resolution. Lennart Nacke, Quo Vadis 2007

The main objective of FUGA is to

create novel methods and

improve existing measures

in order to examine how the different dimensions of

computer game experience

can be assessed comprehensively with high temporal resolution.

Lennart Nacke, Quo Vadis 2007

Lennart Nacke, Quo Vadis 2007

Psychophysiological recordings facial electromyography [EMG] electroencephalography [EEG] electrocardiography [ECG] electrodermal activity [EDA] Respiration Functional magnetic resonance imagining (fMRI) Eye movement, gaze, and interaction logging The so-called (online) implicit association test Tracking of behavioral indicators of emotion and motivation Lennart Nacke, Quo Vadis 2007

Psychophysiological recordings

facial electromyography [EMG]

electroencephalography [EEG]

electrocardiography [ECG]

electrodermal activity [EDA]

Respiration

Functional magnetic resonance imagining (fMRI)

Eye movement, gaze, and interaction logging

The so-called (online) implicit association test

Tracking of behavioral indicators of emotion and motivation

Lennart Nacke, Quo Vadis 2007

Lennart Nacke, Quo Vadis 2007

Game experience measures Establishing Construct validity Reliability Predictive validity Develop a prototype An emotionally adaptive game Lennart Nacke, Quo Vadis 2007

Game experience measures

Establishing

Construct validity

Reliability

Predictive validity

Develop a prototype

An emotionally adaptive game

Scientific impact Contribute to rise of European games industry Innovative measurement approaches Apply methods for game design Useful for multiple purposes Entertainment Education Therapy Space Simulation Aviation and Military Lennart Nacke, Quo Vadis 2007

Scientific impact

Contribute to rise of European games industry

Innovative measurement approaches

Apply methods for game design

Useful for multiple purposes

Entertainment

Education

Therapy

Space Simulation

Aviation and Military

Lennart Nacke, Quo Vadis 2007

Developing game stimuli Stimulus? Design experiences for players Modding approach Decided to use Source SDK (Half-Life 2) Great editor Access to source code Combine with Eye-Tracker SDK Event logging Lennart Nacke, Quo Vadis 2007

Developing game stimuli

Stimulus?

Design experiences for players

Modding approach

Decided to use Source SDK (Half-Life 2)

Great editor

Access to source code

Combine with Eye-Tracker SDK

Event logging

Develop iteratively Dual development approach: Priorities Architecture (brushes, props) Npcs, AI Code integration Lennart Nacke, Quo Vadis 2007

Develop iteratively

Dual development approach:

Priorities

Architecture (brushes, props)

Npcs, AI

Code integration

Geared towards combat gameplay Important for measuring challenges No multiple choice, textual dialog system Choreography scenes and on-screen text No inventory Items collected are health and ammunition Lennart Nacke, Quo Vadis 2007

Geared towards combat gameplay

Important for measuring challenges

No multiple choice, textual dialog system

Choreography scenes and on-screen text

No inventory

Items collected are health and ammunition

HMTH direct combat challenges Easy-to-kill npcs (boredom conditions) Hard-to-kill npcs (frustration conditions) CKIR facial expression congruency Smiling npc Player shall cooperate with him Player shall kill him Angry looking npc Player shall cooperate with him Player shall kill him Lennart Nacke, Quo Vadis 2007

HMTH direct combat challenges

Easy-to-kill npcs (boredom conditions)

Hard-to-kill npcs (frustration conditions)

CKIR facial expression congruency

Smiling npc

Player shall cooperate with him

Player shall kill him

Angry looking npc

Player shall cooperate with him

Player shall kill him

Lennart Nacke, Quo Vadis 2007

Once levels are ready Experiments start Psychophysiological data Questionnaires Investigate hypotheses Results will be distributed Lennart Nacke, Quo Vadis 2007

Once levels are ready

Experiments start

Psychophysiological data

Questionnaires

Investigate hypotheses

Results will be distributed

I am looking for… Support from publishers Games we can use for our studies Contribution of other game research studies Open-minded developers We always like to look at new middleware Maybe this will prove to be useful for your game Possible place to investigate game design for 6 months Keep in mind Research results are free!! Lennart Nacke, Quo Vadis 2007

I am looking for…

Support from publishers

Games we can use for our studies

Contribution of other game research studies

Open-minded developers

We always like to look at new middleware

Maybe this will prove to be useful for your game

Possible place to investigate game design for 6 months

Keep in mind

Research results are free!!

Lennart Nacke, Quo Vadis 2007

EU wants research in games Our study starts this fall Stay open-minded to game research It is your free benefit Changing requirements increases dev time Requirements always change (!!) Think internationally Lennart Nacke, Quo Vadis 2007

EU wants research in games

Our study starts this fall

Stay open-minded to game research

It is your free benefit

Changing requirements increases dev time

Requirements always change (!!)

Think internationally

Lennart Nacke, Quo Vadis 2007

Email address: Lennart.Nacke@bth.se Download these slides here http://gamescience.bth.se Thanks to Marko Hein for his superb mouse  CISGS (Craig, Charlotte, Sophie) Niklas (CKIR) for sending some slides Nuvola icons You for coming this early ;) Lennart Nacke, Quo Vadis 2007

Email address: Lennart.Nacke@bth.se

Download these slides here

http://gamescience.bth.se

Thanks to

Marko Hein for his superb mouse 

CISGS (Craig, Charlotte, Sophie)

Niklas (CKIR) for sending some slides

Nuvola icons

You for coming this early ;)

Lennart Nacke, Quo Vadis 2007

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