In this presentation from the 2012 Games User Research Summit, I talk about physiological research methods for games and why this matters for examining user experience with physiological measures.
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This is a tutorial given at the GAME-ON 2012 conference, held at the University of Málaga from 14 to 16th November.
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Games User Researchers are often sceptical when it comes to using brain and body sensors, but as the cost of sensor technologies continues to drop, it is time to consider the potential insights that we might gain from using these signals in our work. In this talk, I will briefly introduce the most common physiological measures that are used in Games User Research, and discuss the challenges in obtaining a clean signal and usable data from different low-cost devices. Additionally, I will make recommendations for signal cleaning procedures and briefly talk about the analysis made possible with different physiological sensors. I will also demonstrate the conclusions that may be inferred from some of these data when compared to other Games User Research methods, such as behavioural observation. Lastly, I will introduce some of my own visualization methods for quickly comprehending the meaning of physiological sensor data.
Science and Videogames. Computational intelligence in videogamesAntonio Mora
Presentation with a description of the actual relationship between science and videogames, concerning several aspects and, mainly focusing on the computational intelligence applied to videogames area.
This is a tutorial given at the GAME-ON 2012 conference, held at the University of Málaga from 14 to 16th November.
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was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
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This presentation is based on a report by the authors that was commissioned by the U.S. Air Force Research Laboratory to provide up-to-date information and guidance on the design of serious games to support learning. It provides a vision of serious games, followed by elaborations on the elements of the game space and the instructional space. Charles Reigeluth and I presented this in a Presidential Session at the November, 2014 AECT conference in Jacksonville, FL.
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There seems to be a global consensus on AI is influencing our personal and societal lives
AI Technology is for most of the people a mystery and creates fears
AI Technology is for its creators also in many ways a mystery, not really understanding all the relevant consequences of its use
…therefore it is necessary to regulate AI Technology to remove fears and to make it trustful
Towards an operational AI Technology CertificationMarko Grobelnik
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Review reports expressed in a form of measurable KPIs
…many of the KPIs are already well established in scientific community
…some KPIs might need further elaboration to measure relevant aspects (e.g., in particular in relation to soft concepts like Human Rights)
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On the Usability of Psychophysiological User Research for the Games Industry
1. Physiological User Research
On the Usability of Psychophysiological User Research for the Games Industry
3rd Annual Games User Research Summit of the IGDA GUR SIG
Lennart Nacke
@acagamic
2. 10 ideas to make physiological
user research meaningful for you
9. 10 ideas to make physiological
user research meaningful for you*
* Thank you, Steve!
10. Continuous Recording
• Not interrupting play
• Don’t break experience
• No memory bias
• Wearing sensors
1
11. We need a vocabulary
Measured Activities
• Motor
• Skin
• Brain
2
12. One aspect at a time
• Hypothesis-driven
• Based on literature
3 CC by Rob Boudon (Flickr)
13. Physiological success metric
• Link between ideal
experience and physiological
responses
• Financial success games
• Critical success games
4 Street Fighter IV (Capcom) Screenshot
14. Context Influence
• Human body
• Real world
• Sensitivity
5 CC by The World According To Marty (Flickr)
15. Three activity components
• External physical
• Internal emotional
• Internal cognitive
6 CC by familymwr (Flickr)
16. Noise and confounds
• Signal-to-noise ratio
• Experimental protocol
• Record with more sensors
7 CC by Andrew Morrell Photography (Flickr)
17. Demographics
• Skill level
• Preferences
8 CC by ÐIÐËO (Flickr)
19. Record ALL the data
• Better analysis through
correlation with metrics
• Used mixed methods to
get subjective results in
addition
10 Screenshot by Anders Drachen and Alessandro Canossa
20. Still with
me?
Ok, a word
about UX!
CC by istolethetv (Flickr)
21. User
eXperience
• Volatile/Feeling
• Knowledge/Learning
Kahneman’s
memory of experiences
Peak-end rule
End of event more
important for encoding of
experience
CC by Pink Sherbet Photography (Flickr)
22. Our 2 selves
“We choose between memories of experiences”
(Kahneman)
• Experiencing
• Remembering
CC by Robert Snache - Spirithands.net (Flickr)
23. Takeaway
Emotional experiences are important in games for
financial and for critical success, but most important
for memorability.
Keep in mind the complexity of physiological
recording and analysis. This approach will only yield
meaningful results if it is used correctly and with
care. There is no quick fix.