Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Game UX Summit '17: Challenges of Evaluating Player Cognition & Emotion

650 views

Published on

We design games for emotional and cognitive player experiences, and tools and methods ranging from scientific questionnaires to physiological equipment allow us to do this effectively. In this talk Lennart will present successful combinations of player evaluation methods to build player profiles and personalized gameplay moments using psychological insights, specifically looking at VR horror games.

  • Hey guys! Who wants to chat with me? More photos with me here 👉 http://www.bit.ly/katekoxx
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here

Game UX Summit '17: Challenges of Evaluating Player Cognition & Emotion

  1. 1. GAME UX SUMMIT ’17 #GAMEUXSUMMIT ‘17 / TORONTO Challenges of Evaluating Player Cognition & Emotion Lennart Nacke | @acagamic Associate Professor, University of Waterloo
  2. 2. #GAMEUXSUMMIT ‘17 / TORONTO § Associate Professor, Games User Research § Ph.D. in Game Development, Keyword: Fun § Director of the HCI Games Group at the University of Waterloo § Ask me about SWaGUR WHO AM I?
  3. 3. #GAMEUXSUMMIT ‘17 / TORONTO
  4. 4. #GAMEUXSUMMIT ‘17 / TORONTO § Discuss core challenges of evaluating cognitive and emotional factors of Game UX § Raise awareness of using a scientific, iterative UX design approach § Show some examples of our work WHY AM I HERE?
  5. 5. #GAMEUXSUMMIT ‘17 / TORONTO 1. Understanding cognition, affect, emotion 2. Eight challenges of user research in this field Overview
  6. 6. #GAMEUXSUMMIT ‘17 / TORONTO
  7. 7. #GAMEUXSUMMIT ‘17 / TORONTO Cognition Affect
  8. 8. #GAMEUXSUMMIT ‘17 / TORONTO
  9. 9. #GAMEUXSUMMIT ‘17 / TORONTO EMOTION
  10. 10. #GAMEUXSUMMIT ‘17 / TORONTO Experiencing and interpreting novel information may cause neurophysiological pleasure
  11. 11. #GAMEUXSUMMIT ‘17 / TORONTO
  12. 12. #GAMEUXSUMMIT ‘17 / TORONTO Gamers are a little more complicated to read…
  13. 13. #GAMEUXSUMMIT ‘17 / TORONTO
  14. 14. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 1: Inducing player emotions
  15. 15. #GAMEUXSUMMIT ‘17 / TORONTO
  16. 16. #GAMEUXSUMMIT ‘17 / TORONTO
  17. 17. #GAMEUXSUMMIT ‘17 / TORONTO
  18. 18. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 2: Real-time processing of human factors
  19. 19. #GAMEUXSUMMIT ‘17 / TORONTO 1 9 PHYSIOLOGICAL DATA Common measures include skin conductance level, EEG, EMG,,and heart rate. PHYSIOLOGICAL MEASURES
  20. 20. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 3: Visualizing complex high-density data
  21. 21. #GAMEUXSUMMIT ‘17 / TORONTO
  22. 22. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 4: Personalizing the player experience Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2016. The Gamification User Types Hexad Scale. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, ACM. http://doi.org/10.1145/2967934.2968082
  23. 23. #GAMEUXSUMMIT ‘17 / TORONTO BrainHex (from Chris Bateman)
  24. 24. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 5: Representing all facets of UX Source: Peter Morville
  25. 25. #GAMEUXSUMMIT ‘17 / TORONTO
  26. 26. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 6: Picking the right measures
  27. 27. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 7: Measuring how and what we learn
  28. 28. #GAMEUXSUMMIT ‘17 / TORONTO CHALLENGE 8: Evaluating VR immersion Source: Neurable.com
  29. 29. #GAMEUXSUMMIT ‘17 / TORONTO
  30. 30. #GAMEUXSUMMIT ‘17 / TORONTO
  31. 31. #GAMEUXSUMMIT ‘17 / TORONTO Design Guidelines for Immersive VR Games 1. Audio Feedback is generally important but visual senses are more prominent in VR and more important to design for 2. Avoid forced camera movements when porting PC titles to VR 3. Limit play session time for gamepad-based VR navigation and consider game design that can accommodate players that need a break 4. Design for exploration in VR gameplay, the sensory experience is more important than progression in gameplay
  32. 32. #GAMEUXSUMMIT ‘17 / TORONTO 1. Inducing player emotions 2. Real-time processing of human factors 3. Visualizing complex high-density data 4. Personalizing the player experience 8 Challenges 5. Representing all facets of UX 6. Picking the right measures 7. Measuring learning 8. Evaluating VR immersion
  33. 33. #GAMEUXSUMMIT ‘17 / TORONTO Contact Me THANK YOU FOR YOUR ATTENTION TODAY HCI Games Group, University of Waterloo, Ontario, Canada Thank you to Katja Rogers, Joe Tu, Andrew Cen for the videos P.S. Buy our new book: Games User Research (Oxford University Press), pre-orders coming January 2018 P H O N E (+1) 519-888-4567 x38251 E M A I L len@uwaterloo.ca W E B S I T E www.hcigames.com

×