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AN INTRODUCTION
TO
GAME DESIGN,
PLAYTESTING AND
GAMES WITH A PURPOSE
LUCA GALLI
POLITECNICO DI MILANO
ABOUT MYSELF
LUCA GALLI
Ph.D. Student - Politecnico di Milano
http://www.lucagalli.me

lgalli@elet.polimi.it

• RESEARCH BACKGROUND AND INTERESTS

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• Robotics & AI
• Game Design
• Crowdsourcing and Human Computation
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AGENDA
AGENDA

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• Play vs Games
• Pointers to Game Design
• Introduction to Games with a
Purpose
• Gameplay validation through
playtesting
• A Classic Example: Big Rigs
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Something really bad is
going to happen…
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Or not?
WHAT IS PLAY?
Autonomy: play is a voluntary activity.
Safety: during play there are radically reduced serious
consequences in what we do

Exploration: the possibility to experiment and try out new
things

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Mastery: the will to improve one’s own skills
GAMES VS PLAY
Games are distinguished from play

– Play is free-form
– Games are rule-based
A game is a closed, formal system that
· Engages players in structured conflict and
· Resolves its uncertainty in an unequal
outcome.

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Fullerton, T.; Swain, C. & Hoffman, S.
Game Design Workshop: A playcentric approach
to creating innovative games, 2008
9

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FLASH INTRODUCTION
TO GAME DESIGN
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Mancala, 7th
century AD
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Unreal
Tournament 3,
Epic Games,
2007
Turn based boardgame vs Real time action shooter
Handmade physical board vs Personal Computer

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Public domain rules vs Copyrighted
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1 - PLAYERS
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2 - OBJECTIVES
OBJECTIVES: EXAMPLES
Solution: solve a problem or puzzle before (or
more accurately) than the competition or
following certain constraints

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Professor Layton and the
Miracle Mask, Level-5, 2011

16

Connect Four, Milton Bradley,
1974
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3 - PROCEDURES
3 – PROCEDURES: EXAMPLE
Starting action: Choose a player
to go first. Each player chooses a color:
red or yellow.

Progression of action: On each
turn, a player drops one colored
checker down any of the slots in
the top of the grid.
until one of the players gets four
checkers of one color in a row. The row
can be horizontal, vertical, or diagonal.
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Connect Four

18

Resolving actions: The play alternates
4 - RULES
• Define Objects

• Restrict Actions
• Determine Effects (ECA rules)
Chess: A player cannot move her king into check.
Poker: A straight is five consecutively ranked
cards; a straight flush is five consecutively ranked
cards of the same suit.

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WarCraft II: To create knight units, a player must have
upgraded to a keep and built a stable.
5 – RESOURCES: EXAMPLE

Time

Points

Card
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Actions
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6 - OUTCOME
GAMES WITH A PURPOSE
Games with a Purpose (GWAPs) are digital games that generate
useful data as a by-product of play. [vA06,LvA09]

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The design of a GWAP requires to create a game so that its
structure encourages computation, correctness of the output and
players retention.
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EXAMPLE:INGRESS
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EXAMPLE: INGRESS
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EXAMPLE: AUSTRALIA
COVERED
CASE STUDY: FASHION TREND MINING
Problem statement: segment fashion images for mining trends based
on visual features of garments (e.g. color and texture)

Color
descriptors
Texture
descriptors

coarse
(sub-)image
similarity

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Use case: identifying trends in collections of images of people
and garments
Applications: retrieving similar garments, inspect clothing trends
in image collections, analyzing trends change in the years
THE FASHION TREND MINING PIPELINE

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Male, 24 Female, 22Female?, ??
REQUIREMENTS SPECIFICATION
Input Objects: A fashion image, an optional
tag defining the garment to identify.
Task Description: Recognize if a particular
garment is present within a picture or define a
new one and outline its contours.

Aggregation Strategy: assign a value of 0 to
each pixel outside the contour and 1 to each
pixel contained within the contour, sum all the
contribution and apply a threshold based on the
number of players.
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Output Data: For each submitted task the game
has to provide the contour of the garment within
the image (Polyline) and a tag defining the
garment that has been segmented
SKETCHNESS
Solution Mechanics:
Pattern Recognition
Established genre:
Draw and Guess

Inversion Problem Mechanic

PLAYERS:Number >=2
Multilateral Competition

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Two different roles:
Sketcher: has to draw the contours
of the stated garment
Guesser: has to guess the garment
drawn by the sketcher
PLAYER ROLE: SKETCHER

●

●

●

The only player to see the
low confidence image
“May” be asked to provide a
tag for the image

Is asked to draw the contour
of the object for which the Tag of the
tag is provided within the
target
allotted time
object
Goal of the Sketcher is to
let the other players guess
the tag within a time slot
without providing
any other hints than the
contour

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Low
Confidence
Image
Contour
provided
by the user

30

●
PLAYER ROLE: GUESSER

●

●

●

Any other player in the game

His/Her goal is to guess the
object for which the Sketcher
has provided the contour
Not allowed to draw on the
whiteboard, just to type
in the chat box the probable
answer as fast as possible
Scoring:
●
●

Sketcher: 10 pts + 1 for each guesser

Contour of the garment
provided by the Sketcher

Guesser: 10 pts to the first, then
decreasing down to five

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●
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RESULTS:
RESULTS:

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Sketchness Aggregator

Kota Yamaguchi, M Hadi Kiapour, Luis E
Ortiz, Tamara L Berg, "Parsing Clothing in
Fashion Photographs", CVPR 2012
TASK TO GAME
MECHANICS MATCHING
Does a game with game
mechanics similar to the task
exist?
If so, integrate the task within
the existing game

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If not, a custom game with
custom game mechanics has to
be implemented...
HOW TO EVALUATE A GAME?
The Goal is a fun game…
… but also to solve a task!
Game designs are hypotheses

Playtests are experiments
Evaluate designs off playtest results

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Repeat
REQUIREMENTS
SPECIFICATION

Execution Interface
Input Objects

Operations

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Output Objects

Output Validation

36

Task
Description

uTask
HOW TO IMPROVE GAME
DESIGN
We want to make informed decisions:
• Get data early, get data often
• Iterate constantly

• We don’t know what’s best (players do)
• Create a feedback loop between design and

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playtest
TRADITIONAL METHODS

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DIRECT OBSERVATION
TRADITIONAL METHODS
VERBAL REPORTS

I don’t know
what I am
supposed to
do...

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I am bad at
drawing...
TRADITIONAL METHODS

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Q&A/SURVEYS
TRADITIONAL METHODS
ISSUES

Artificial gameplay sessions
– Many potential biases
– Distorted data (interpreted behavior)

– Lack of empiricism
– Missing elements of objectivity
– Sometimes difficult to establish emotions,

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baselines, and independence
TECHNICAL APPROACHES

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STAT COLLECTION
TECHNICAL APPROACHES

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STAT COLLECTION
TECHNICAL APPROACHES
PHYSIOLOGICAL MEASUREMENTS

Heartrate
Skin
Conductance Level
Eye Tracking
Face Recording

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EEG
A CLASSIC EXAMPLE:
Just how bad is Big Rigs:
Over the Road Racing?
It's as bad as your
mind will allow you to
comprehend.

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http://www.youtube.com/watch?v=7f3HDsg
LV68
CONCLUSIONS
•Play is a universal need
•Games and videogames are entertaining and
controlled means to satisfy it
•We can exploit players to accomplish astonishing
results...
•...if we design a good and tailored gaming experience

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•Technological improvements cannot fix a gameplay
mined by bad design choices
THE CUBRIK PROJECT

●

CUbRIK is a research project
financed by the European Union
Goals:
●

●

●

●

●

Advance the architecture of
multimedia search
Exploit the human
contribution in multimedia
search

Use open-source
components provided by
the community
Start up a search business
ecosystem

http://www.cubrikproject.eu/

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●

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CUbRIK and gaming experience@Qualinet

  • 1. AN INTRODUCTION TO GAME DESIGN, PLAYTESTING AND GAMES WITH A PURPOSE LUCA GALLI POLITECNICO DI MILANO
  • 2. ABOUT MYSELF LUCA GALLI Ph.D. Student - Politecnico di Milano http://www.lucagalli.me lgalli@elet.polimi.it • RESEARCH BACKGROUND AND INTERESTS 6th Qualinet General Meeting 2 • Robotics & AI • Game Design • Crowdsourcing and Human Computation
  • 3. 6th Qualinet General Meeting 3 AGENDA
  • 4. AGENDA 6th Qualinet General Meeting 4 • Play vs Games • Pointers to Game Design • Introduction to Games with a Purpose • Gameplay validation through playtesting • A Classic Example: Big Rigs
  • 5. 6th Qualinet General Meeting 5 Something really bad is going to happen…
  • 6. 6th Qualinet General Meeting 6 Or not?
  • 7. WHAT IS PLAY? Autonomy: play is a voluntary activity. Safety: during play there are radically reduced serious consequences in what we do Exploration: the possibility to experiment and try out new things 6th Qualinet General Meeting 7 Mastery: the will to improve one’s own skills
  • 8. GAMES VS PLAY Games are distinguished from play – Play is free-form – Games are rule-based A game is a closed, formal system that · Engages players in structured conflict and · Resolves its uncertainty in an unequal outcome. 6th Qualinet General Meeting 8 Fullerton, T.; Swain, C. & Hoffman, S. Game Design Workshop: A playcentric approach to creating innovative games, 2008
  • 10. 6th Qualinet General Meeting 10 FLASH INTRODUCTION TO GAME DESIGN
  • 11. 6th Qualinet General Meeting 11 Mancala, 7th century AD
  • 12. 6th Qualinet General Meeting 12 Unreal Tournament 3, Epic Games, 2007
  • 13. Turn based boardgame vs Real time action shooter Handmade physical board vs Personal Computer 6th Qualinet General Meeting 13 Public domain rules vs Copyrighted
  • 14. 6th Qualinet General Meeting 14 1 - PLAYERS
  • 15. 6th Qualinet General Meeting 15 2 - OBJECTIVES
  • 16. OBJECTIVES: EXAMPLES Solution: solve a problem or puzzle before (or more accurately) than the competition or following certain constraints 6th Qualinet General Meeting Professor Layton and the Miracle Mask, Level-5, 2011 16 Connect Four, Milton Bradley, 1974
  • 17. 6th Qualinet General Meeting 17 3 - PROCEDURES
  • 18. 3 – PROCEDURES: EXAMPLE Starting action: Choose a player to go first. Each player chooses a color: red or yellow. Progression of action: On each turn, a player drops one colored checker down any of the slots in the top of the grid. until one of the players gets four checkers of one color in a row. The row can be horizontal, vertical, or diagonal. 6th Qualinet General Meeting Connect Four 18 Resolving actions: The play alternates
  • 19. 4 - RULES • Define Objects • Restrict Actions • Determine Effects (ECA rules) Chess: A player cannot move her king into check. Poker: A straight is five consecutively ranked cards; a straight flush is five consecutively ranked cards of the same suit. 6th Qualinet General Meeting 19 WarCraft II: To create knight units, a player must have upgraded to a keep and built a stable.
  • 20. 5 – RESOURCES: EXAMPLE Time Points Card 6th Qualinet General Meeting Hunter, Blue Manchu Pty Ltd, TBR 20 Actions
  • 21. 6th Qualinet General Meeting 21 6 - OUTCOME
  • 22. GAMES WITH A PURPOSE Games with a Purpose (GWAPs) are digital games that generate useful data as a by-product of play. [vA06,LvA09] 6th Qualinet General Meeting 22 The design of a GWAP requires to create a game so that its structure encourages computation, correctness of the output and players retention.
  • 23. 6th Qualinet General Meeting 23 EXAMPLE:INGRESS
  • 24. 6th Qualinet General Meeting 24 EXAMPLE: INGRESS
  • 25. 6th Qualinet General Meeting 25 EXAMPLE: AUSTRALIA COVERED
  • 26. CASE STUDY: FASHION TREND MINING Problem statement: segment fashion images for mining trends based on visual features of garments (e.g. color and texture) Color descriptors Texture descriptors coarse (sub-)image similarity 6th Qualinet General Meeting 26 Use case: identifying trends in collections of images of people and garments Applications: retrieving similar garments, inspect clothing trends in image collections, analyzing trends change in the years
  • 27. THE FASHION TREND MINING PIPELINE 6th Qualinet General Meeting 27 Male, 24 Female, 22Female?, ??
  • 28. REQUIREMENTS SPECIFICATION Input Objects: A fashion image, an optional tag defining the garment to identify. Task Description: Recognize if a particular garment is present within a picture or define a new one and outline its contours. Aggregation Strategy: assign a value of 0 to each pixel outside the contour and 1 to each pixel contained within the contour, sum all the contribution and apply a threshold based on the number of players. 6th Qualinet General Meeting 28 Output Data: For each submitted task the game has to provide the contour of the garment within the image (Polyline) and a tag defining the garment that has been segmented
  • 29. SKETCHNESS Solution Mechanics: Pattern Recognition Established genre: Draw and Guess Inversion Problem Mechanic PLAYERS:Number >=2 Multilateral Competition 6th Qualinet General Meeting 29 Two different roles: Sketcher: has to draw the contours of the stated garment Guesser: has to guess the garment drawn by the sketcher
  • 30. PLAYER ROLE: SKETCHER ● ● ● The only player to see the low confidence image “May” be asked to provide a tag for the image Is asked to draw the contour of the object for which the Tag of the tag is provided within the target allotted time object Goal of the Sketcher is to let the other players guess the tag within a time slot without providing any other hints than the contour 6th Qualinet General Meeting Low Confidence Image Contour provided by the user 30 ●
  • 31. PLAYER ROLE: GUESSER ● ● ● Any other player in the game His/Her goal is to guess the object for which the Sketcher has provided the contour Not allowed to draw on the whiteboard, just to type in the chat box the probable answer as fast as possible Scoring: ● ● Sketcher: 10 pts + 1 for each guesser Contour of the garment provided by the Sketcher Guesser: 10 pts to the first, then decreasing down to five 6th Qualinet General Meeting 31 ●
  • 32. 6th Qualinet General Meeting 32 RESULTS:
  • 33. RESULTS: 6th Qualinet General Meeting 33 Sketchness Aggregator Kota Yamaguchi, M Hadi Kiapour, Luis E Ortiz, Tamara L Berg, "Parsing Clothing in Fashion Photographs", CVPR 2012
  • 34. TASK TO GAME MECHANICS MATCHING Does a game with game mechanics similar to the task exist? If so, integrate the task within the existing game 6th Qualinet General Meeting 34 If not, a custom game with custom game mechanics has to be implemented...
  • 35. HOW TO EVALUATE A GAME? The Goal is a fun game… … but also to solve a task! Game designs are hypotheses Playtests are experiments Evaluate designs off playtest results 6th Qualinet General Meeting 35 Repeat
  • 36. REQUIREMENTS SPECIFICATION Execution Interface Input Objects Operations 6th Qualinet General Meeting Output Objects Output Validation 36 Task Description uTask
  • 37. HOW TO IMPROVE GAME DESIGN We want to make informed decisions: • Get data early, get data often • Iterate constantly • We don’t know what’s best (players do) • Create a feedback loop between design and 6th Qualinet General Meeting 37 playtest
  • 38. TRADITIONAL METHODS 6th Qualinet General Meeting 38 DIRECT OBSERVATION
  • 39. TRADITIONAL METHODS VERBAL REPORTS I don’t know what I am supposed to do... 6th Qualinet General Meeting 39 I am bad at drawing...
  • 40. TRADITIONAL METHODS 6th Qualinet General Meeting 40 Q&A/SURVEYS
  • 41. TRADITIONAL METHODS ISSUES Artificial gameplay sessions – Many potential biases – Distorted data (interpreted behavior) – Lack of empiricism – Missing elements of objectivity – Sometimes difficult to establish emotions, 6th Qualinet General Meeting 41 baselines, and independence
  • 42. TECHNICAL APPROACHES 6th Qualinet General Meeting 42 STAT COLLECTION
  • 43. TECHNICAL APPROACHES 6th Qualinet General Meeting 43 STAT COLLECTION
  • 44. TECHNICAL APPROACHES PHYSIOLOGICAL MEASUREMENTS Heartrate Skin Conductance Level Eye Tracking Face Recording 6th Qualinet General Meeting 44 EEG
  • 45. A CLASSIC EXAMPLE: Just how bad is Big Rigs: Over the Road Racing? It's as bad as your mind will allow you to comprehend. 6th Qualinet General Meeting 45 http://www.youtube.com/watch?v=7f3HDsg LV68
  • 46. CONCLUSIONS •Play is a universal need •Games and videogames are entertaining and controlled means to satisfy it •We can exploit players to accomplish astonishing results... •...if we design a good and tailored gaming experience 6th Qualinet General Meeting 46 •Technological improvements cannot fix a gameplay mined by bad design choices
  • 47. THE CUBRIK PROJECT ● CUbRIK is a research project financed by the European Union Goals: ● ● ● ● ● Advance the architecture of multimedia search Exploit the human contribution in multimedia search Use open-source components provided by the community Start up a search business ecosystem http://www.cubrikproject.eu/ 6th Qualinet General Meeting 47 ●

Editor's Notes

  1. Norbert Rosing German Photographer
  2. the polar bear returned every night that week to play with the huskys
  3. “Adult play”
  4. Mancala is not one game, but a family of pit-and-pebble games. Play involves scooping up pebbles from a pit and sowing the pebbles, one at a time, into the other pits. These games were probably created in Africa hundreds (if not thousands) of years ago.A "standard" Mancala board is composed of six pits on each side of the board, and a larger scoring pit on each side. Two players sit across from each other over the board. The large scoring pit to each player's right is "her" scoring pit.
  5. One is turn based boardgame, the other is a real time action shooterOne requires a personal computer the other requires a handmade board and some stonesOne is copyrighted and the other has public domain rulesBut...Spettro e caratteristiche differenti, ma di fondo hanno parecchi elementi in comune, quelli elencati dopo, che permettono di rappresentare un gioco.
  6. Number of playrsRoles of the playersInteractions among players
  7. Objectives: specific goals for the player to accomplish
  8. Procedures: actions or methods of play allowed by the rules, they guide player behaviors and interaction with the game.E.G. Walk, run, swim, shot, pick up power ups.Who does what, where and how. Usually they are defined as:Starting actionProgression of ActionSpecial actionResolving action
  9. Rules: describe what the objects in the game consists of and clarifies what happens in various situations that might arise, limit players behavior and proscribe reactive events. The rules may be respected by an implicit agreement of the player or by the underlying code of the game in case of digital games.
  10. http://www.cardhunter.com/
  11. Outcome: the outcome of the game (if present) is uncertain, since it is not possible to predict the results ahead.If an outcome can be obtained it has to be quantifiable with respect to the defined goals.It is different than the objective since all the player can reach the same objective
  12. Games with a purpose exploit gamers’ time to perform useful tasks where human judgment is necessaryCombinatorial optimization tasks judging the quality of motion, a sound, or an imageutilizing human interaction with the physical environment to solve real world problems
  13. Il messaggio è che, nonostante sia solo un gioco, i giocatori sono stati in grado di organizzarsi in maniera complessa e coordinata in gruppi numerosi per poter raggiungere l'obiettivo di coprire una zona grande come l'australia.
  14. Before even thinking about a gwap, it is necessary to define a task. Without a task to be solved, a Gwap would just be a normal game, we want to solve a problem and we will show how it can be done. The requirement specification phase involves the collection of the information necessary for the definition of a task, a unit of work performed by human worker in the process of solving computational problems that cannot be resolved by AI. Cropping the silhouette of the models in a picture, recognizing and identifying the people contained in a set of images, collecting labeled data for training are examples of what a task involving user of a GWAP may look like.So far the GWAPS that have been proposed have never had a complex flow control (fresh results or improvements over the previous results of other players) and the tasks to be performed are considered already as monolithic microtasks.
  15. “Typical” playtest Watch people play the game Observe their gameplay/behavior Simulate at‐home experiencePresence of observers can bias results– Salient event can slant interpretation– Behavior requires interpretation
  16. People describe their actions as they play Unprompted and uncorrectedInterfere with gameplay/create an artificialexperience/distracting– Inaccurate and biased
  17. Record of gameplay behaviors Deaths, level times, friendly fire, … Objective measurements Aggregate perspective Quantify behavior Opportunity for analyses T‐tests Regressions
  18. Objective notions of player behavior+ See global trends+ Readily enables comparisons, baselineestablishment, and metric creation+ Track changes over time– Averages hide extreme examples– Miss nuance (lacking context)– Requires rigor– Can see ‘illusory’ patterns
  19. More objective measurements of player state+ Quantifiable emotional response+ Analysis/comparison metrics– Expensive– Intrusive– Artificial experience– Requires experimental control