2008 brokerage 08 game technology and experience [compatibility mode]

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2008 brokerage 08 game technology and experience [compatibility mode]

  1. 1. Game Technology and Experience Frank Van Reeth IBBT-EDM-Uhasselt & Mieke Van Gils IBBT-CUO-KU Leuven
  2. 2. Presentation overview Experience items Survey gaming Measuring user experiences in digital games IBBT game experience research Technology items Technological activity areas Scalable 3D Networked Virtual Environments Specific applications Rendering on mobile devices Technical aspects influencing user experience
  3. 3. Survey gaming Survey GAMING, IBBT-MICT UGent Online survey of 2895 Flemish gamers Conclusion: The gamer doesn’t exist Division in four categories: The convinced omni gamer The convinced competitive gamer the escapistic gamer the pass-time gamer 3
  4. 4. Measuring user experiences in digital games Overall game experiences focus groups surveys In-game experiences breaks the flow physiological measurements, facial analysis, eye tracking usability testing observations traditional HCI performance metrics usability = ‘gatekeeper on the fun of the game’
  5. 5. Usability testing of digital games Post-game experiences Hard to describe or communicate Limited generic terms Questionnaires, in-depth interviews,... How to measure e.g. flow, immersion? Multi-method, multi-measure approach
  6. 6. IBBT game experience research TranseCare Braingames for elderly IBBT-CUO KULeuven Observations and questionnaires (likeability, playability) Conclusions: Social aspect of gaming Need for useful games 6
  7. 7. IBBT game experience research Teleon IBBT-CUO KULeuven Usability of controls with non-gamers Storytelling and emotion Film: linear, non-interactive Games: non-linear, interactive (difficult) Avatars Realism through non-verbal communication
  8. 8. IBBT game experience research Teleon IBBT-SMIT VUB Design ethnography of 3D worlds Gaming experience: influence of social environment and interactions on game experience Method: ethnographic research = 5 households during 6 months Goal: identify deeper attitudes, motivations and behaviour Results: recommendations for game development
  9. 9. Technological activity areas Scalable 3D models -> Separate break-out session New interaction techniques -> Separate break-out session Scalable 3D Networked Virtual Environments ALVIC Teleon Specific applications ALVIC / A4MC3 / ASCIT / Teleon Rendering on mobile devices Local vs. remote rendering Technical aspects influencing user experience
  10. 10. Scalable 3D Networked Environments Overall R&D goal: realize software architectures that enable large numbers of users to interact and communicate simultaneously in a 3D Networked Virtual Environment on currently available network infrastructures
  11. 11. Scalable 3D Networked Environments ALVIC
  12. 12. Scalable 3D Networked Environments Teleon
  13. 13. Scalable 3D Networked Environments Teleon
  14. 14. Specific Applications ALVIC / A4MC3 / ASCIT / Teleon
  15. 15. Rendering on mobile devices Local rendering vs. remote rendering
  16. 16. Technical aspects influencing user experience Artificially introduce networking impairment (packet loss & delay) and investigate the influence on user experience
  17. 17. Invitation & discussion IBBT Workshop gaming 11/09/08

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