Slideshow transcript
Slide 1: Lennart Nacke Blekinge Institute of Technology, Sweden
Slide 2: 2 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
Slide 3: 3 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
Slide 4: 4 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
Slide 5: 5 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
Slide 6: 6 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
Slide 7: 7 Lennart Nacke, Quo Vadis 2007
Slide 8: 8 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
Slide 9: 9 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
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Slide 11: 11 Lennart Nacke, Quo Vadis 2007
Slide 12: 12 1) Psychophysiological recordings facial electromyography [EMG] electroencephalography [EEG] electrocardiography [ECG] electrodermal activity [EDA] Respiration 2) Functional magnetic resonance imagining (fMRI) 3) Eye movement, gaze, and interaction logging 4) The so-called (online) implicit association test 5) Tracking of behavioral indicators of emotion and motivation Lennart Nacke, Quo Vadis 2007
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Slide 15: 15 Game experience measures Establishing ◦ Construct validity ◦ Reliability ◦ Predictive validity Develop a prototype ◦ An emotionally adaptive game Lennart Nacke, Quo Vadis 2007
Slide 16: 16 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
Slide 17: 17 Lennart Nacke, Quo Vadis 2007
Slide 18: 18 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
Slide 19: 19 Develop iteratively Dual development approach: Priorities 1. Architecture (brushes, props) 2. Npcs, AI 3. Code integration Lennart Nacke, Quo Vadis 2007
Slide 20: 20 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
Slide 21: 21 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
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Slide 23: 23 Once levels are ready ◦ Experiments start Psychophysiological data Questionnaires Investigate hypotheses Results will be distributed Lennart Nacke, Quo Vadis 2007
Slide 24: 24 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
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Slide 26: 26 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
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Slide 28: 28 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
Slide 29: 29 Lennart Nacke, Quo Vadis 2007



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