As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Game Metrics and Biometrics: The Future of Player Experience ResearchLennart Nacke
There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing
theory. In this presentation, a brief overview of the current state-of-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.
For additional information and a report see: http://www.mendeley.com/download/personal/2898071/4344958682/85ddec65d73eeba8e2a36435df3c35dffaadf792/dl.pdf
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Game UX Summit '17: Challenges of Evaluating Player Cognition & EmotionLennart Nacke
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.
Introduction to Game Thinking (Fluxible 2018)Lennart Nacke
Game thinking is a problem-solving process that uses strategies from game design and gamification to help drive the design of user experiences in digital or non-digital applications. Incorporating game thinking into the UX process can 1) foster users’ intrinsic and extrinsic motivations to engage with a product or system, and 2) engage users in a learning and mastery process, in which they develop the abilities needed to accomplish their goals throughout their user journey.
User Experience 8: Business, Ethics and MoreMarc Miquel
This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Metrics and Biometrics: The Future of Player Experience ResearchLennart Nacke
There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing
theory. In this presentation, a brief overview of the current state-of-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.
For additional information and a report see: http://www.mendeley.com/download/personal/2898071/4344958682/85ddec65d73eeba8e2a36435df3c35dffaadf792/dl.pdf
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Game UX Summit '17: Challenges of Evaluating Player Cognition & EmotionLennart Nacke
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.
Introduction to Game Thinking (Fluxible 2018)Lennart Nacke
Game thinking is a problem-solving process that uses strategies from game design and gamification to help drive the design of user experiences in digital or non-digital applications. Incorporating game thinking into the UX process can 1) foster users’ intrinsic and extrinsic motivations to engage with a product or system, and 2) engage users in a learning and mastery process, in which they develop the abilities needed to accomplish their goals throughout their user journey.
User Experience 8: Business, Ethics and MoreMarc Miquel
This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data ...Marc Miquel
This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Star Wars: The Old Republic (A Critical Analysis of Game Design Elements)Alexander Rybak
This presentation is meant to examine design principles in Star Wars: The Old Republic (SWTOR).These principles are taken from the Universal Principles of Design.
User Experience 5: User Centered Design and User ResearchMarc Miquel
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
A lecture on Psychophysiological (Biometric) methods given to Hanze University students in 2011. If you want to see more on this topic please check out these slide shows: http://www.slideshare.net/acagamic/next-generation-testing-biometric-analysis-of-player-experience and http://www.slideshare.net/keylimeinteractive/exploring-eye-tracking-for-games-user-research-a-case-study-of-lessons-learned
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
An Introduction to Games User Research MethodsBen Lewis-Evans
An introductory lecture on Games User Research methods which was first given to students at Hanze University on the 9th of March 2011.
This presentation was later turned into two articles on Gamasutra that can be read here:
- Part 1: http://www.gamasutra.com/view/feature/169069/
- Part 2: http://www.gamasutra.com/view/feature/170332/
User Experience 4: Usable User InterfaceMarc Miquel
This presentation introduces several interfaces and discusses what their usability and user experience depend on.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
User Experience 1: What is User Experience?Marc Miquel
This is an introduction to this course on User Experience in video games and web.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Next Generation Testing: Biometric Analysis of Player ExperienceLennart Nacke
Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data ...Marc Miquel
This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Star Wars: The Old Republic (A Critical Analysis of Game Design Elements)Alexander Rybak
This presentation is meant to examine design principles in Star Wars: The Old Republic (SWTOR).These principles are taken from the Universal Principles of Design.
User Experience 5: User Centered Design and User ResearchMarc Miquel
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
A lecture on Psychophysiological (Biometric) methods given to Hanze University students in 2011. If you want to see more on this topic please check out these slide shows: http://www.slideshare.net/acagamic/next-generation-testing-biometric-analysis-of-player-experience and http://www.slideshare.net/keylimeinteractive/exploring-eye-tracking-for-games-user-research-a-case-study-of-lessons-learned
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
An Introduction to Games User Research MethodsBen Lewis-Evans
An introductory lecture on Games User Research methods which was first given to students at Hanze University on the 9th of March 2011.
This presentation was later turned into two articles on Gamasutra that can be read here:
- Part 1: http://www.gamasutra.com/view/feature/169069/
- Part 2: http://www.gamasutra.com/view/feature/170332/
User Experience 4: Usable User InterfaceMarc Miquel
This presentation introduces several interfaces and discusses what their usability and user experience depend on.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
User Experience 1: What is User Experience?Marc Miquel
This is an introduction to this course on User Experience in video games and web.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Next Generation Testing: Biometric Analysis of Player ExperienceLennart Nacke
Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
Log Who's Playing: Psychophysiological Game Analysis Made Easy Through Event...Lennart Nacke
Psychophysiological game research faces the problem that for understanding the player experience, it needs to analyze game metrics and events with high temporal resolution and within the game context. This way greater understanding of gameplay and the player experience can be achieved with the use of physiological instrumentation. This is a presentation of a paper that presents a solution to recording in-game events and metrics, by sending out event byte codes through a parallel port to the physiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.
Research Methods and data collection technique summary for Computer Science and other disciplines. The content is meant for graduate and post-graduate researchers.
This workshop was made in my MSc under the supervisor of my supervisors and with the input of the lab members around me.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
V Jornadas eMadrid sobre “Educación Digital”. Ángel Serrano, Universidad Comp...eMadrid network
V Jornadas eMadrid sobre “Educación Digital”. Ángel Serrano, Universidad Complutense de Madrid: Applied games, learning analytics and standards. 2015-06-30
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
Presenter: Sander Bakkes, Lecturer in Game Technology. University of Amsterdam, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 11:00 - 12:15
Location: Session Room 1, Jaarbeurs Utrecht
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How to Write a CHI Paper 2016 (CHI PLAY 2016)Lennart Nacke
Slides from the first iteration of the How to Write CHI Papers course at CHI PLAY 2016, which discusses the course exercises and content presented at the conference for the course.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
DAC 300: Chance and Skill in Game DesignLennart Nacke
In this lecture of his course "Introduction to Game Design", Dr. Nacke presents the core elements of adding chance or catering to skill in building games.
DAC 305: Choice and Agency in GamificationLennart Nacke
As part of teaching the course DAC 305 at the University of Waterloo, Dr. Nacke dives deep into the underlying mechanisms of choice and agency in this lecture.
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
The 5 Gamification Languages: The secret to gameful experiences that last (Ga...Lennart Nacke
Good design is at the heart of gamification and learning. To become outstanding designers, we must have a language to communicate our ideas to our teams. Sometimes our gameful design languages (or design approaches) are different and communication suffers. This talk outlines how you can find your primary gamification language and introduces five languages: (1) goals and challenges, (2) quality of content and context, (3) incentives, (4) motivating actions, (5) system mechanics. Each of these present different perspectives on pursuing gameful design, but they are not always distinct – in fact, being able to speak all five gamification languages fluently will make you a better gameful designers. The talk will introduce each gamification design language with examples of how to apply these languages in a gamified learning context. You will be able to self-assess your gamification language and comprehend the language of other gameful designers in your time. If you learn more than your primary gamification language, you can apply these languages to improve your gameful designs for wider audiences.
#GamesUR Conference: From Body Signals to Brainy Player InsightsLennart Nacke
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.
On the Usability of Psychophysiological User Research for the Games IndustryLennart Nacke
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.
My CHI 2011 talk on how direct and indirect control enhance game interaction.
CITATION:
Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems (CHI 2011), Vancouver, BC, Canada. 103-112.
Brain, Body, and Bytes CHI 2010 Workshop PresentationsLennart Nacke
Brain and Body Interfaces (BBI) were discussed in this workshop. Its goal was to provide a platform for creating synergies between two related and emerging HCI disciplines (PC and BCI). Find out more at the workshop website: http://www.eecs.tufts.edu/~agirou01/workshop/
Affective Ludology: Affective Measurement of User Experience in GamesLennart Nacke
Keynote from GameDays 2010: Serious Games for Sports and Health.
Digital games provide the most engaging interactive experiences. You will be able to take away 3 methods for measuring user experience in games from this talk. First, the objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, will show how to collect player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires willallow a reliable assessment of players' subjective emotion and cognition during gameplay. Third, the combination of the two approaches allows cross-correlations to be made about gameplay experience with focus on human-machine interaction.
Evaluating Game Usability - How game research will change the face of softwa...Lennart Nacke
Modern measurement hardware enables researchers to closely analyze how people play games and evaluate their experience in terms of efficiency, visual attention and perceived fun of application. This talk will show some game research experiment results. As corporate software applications struggle with strained, less efficient users due to complicated input and no fun of use, knowledge gained from the hands-on study of playing digital games can be beneficial to classic software application. Thus, empowering developers with many new interaction concepts and principles of fun, which will be discussed in detail in here. The presentation concludes with recommendations how this knowledge could feed back into software development.
More at: http://www.acagamic.com/
Quo Vadis 2008: Focus on your players - Interaction and Psychophysiology TalkLennart Nacke
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From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
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Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
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Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
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Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
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From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
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Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
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Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
1. DiGRA 2009: Breaking New Ground
Innovation in Games, Play, Practice and Theory
Playability &
Player Experience Research
Lennart Nacke, Anders Drachen, Hannu Korhonen, Kai Kuikkaniemi,
Jörg Niesenhaus, Wouter van den Hoogen, Karolien Poels, Wijnand
IJsselsteijn, Yvonne de Kort
2. Overview
Games, gamers or gaming? (for Staffan)
Player research studies a bit of all three
Games
– Provide logging mechanisms and tools
Gamers/Players
– Affective, emotional, and cognitive responses
Gaming
– Studying the interaction of players with games
– Research knowledge feeds back into game design
– Empirical basis for design and development
3. Why Player Experience Research Now?
Game studies in need of empirical perspectives
User Experience of growing interest in HCI research
No common methods
– Qualitative gameplay investigations
– Quantitative gameplay investigations
Gameplay is the gaming process of player with game
– Good gameplay == good game
– Good game == good sales
– Good sales == industry interest
– Industry interest ≈ academic funding
4. Playability and Player Experience
Playability
– Directed toward Games
Player Experience
– Directed toward Players
5. The Player Experience Design Process?
Design
Playability
Player Game
Player Experience
6. This Panel
People
– User Experience Specialists and Researchers
Topics
– Perspectives on Playability Research
– Biometrics and Player Experience
– Gameplay Metrics and Player Experience
– A Multi-method Approach to Measuring Player Experience
Discussion
8. Lennart Nacke
Blekinge Institute of Technology
– PhD Candidate
– Digital Game Development and Human Computer Interaction
EU FUGA Project
Fun and Player Experience Research
– Psychophysiology (i.e. Biometrics), Game Metrics, UX, HCI
Consulting on using biometrics for game evaluation
9. Kai Kuikanniemi
Helsinki Institute of Information Technology
– PhD Candidate
– Digital Content Communities (DCC) research group
Experimental game designs
– Biofeedback gaming
– Cinema gaming
– Design games
Action research
– Design
– Prototyping
– Experiments
– Business models
EU FUGA Project and several national research projects
10. Anders Drachen & Alessandro Canossa
Center for Computer Games Research, ITU Copenhagen
– Post. doc.
– Game Development, Human Computer Interaction, User Experience &
Data Mining, Player Behavior Modeling
– drachen@itu.dk
IO Interactive & Danish Design School
– PhD-candidate
– Game & Level Design, User Experience, Player Behavior Modeling
– alessandroc@ioi.dk
Consulting on using game metrics for user-oriented
testing/game development
11. Hannu Korhonen
Nokia Research Tampere (Finland)
– Senior Researcher
– PhD Candidate at University of Tampere
Playful Experiences and Game Evaluation Methods
– Usability Engineering
– Mobile HCI
– UX Research
12. Jörg Niesenhaus
University of Duisburg-Essen (Germany)
– Research Associate, PhD Candidate
– Chair of Interactive Systems and Interaction Design
Game Usability & Game Interface Design Research
– Usability Engineering, HCI, Game Development
Game Developer & Publisher Consulting
– User tests & expert reviews
– Concept work
13. Wouter van den Hoogen
Eindhoven University of Technology (TU/e)
– Post-doc at Game Experience Lab
Areas of interest
– People's behavior, emotions, and cognitions
while interacting with their physical & virtual environments
– Conservation and consumer behavior
– Attitude formation and the underlying cognitive processes
– Real time measurement of people's experiences
14. Karolien Poels
Eindhoven University of Technology (TU/e)
– Post-doc at Game Experience Lab
Research areas
– Categorizing dimensions of digital game experience and
developing a game experience questionnaire
– Observational coding of players' behavior as a continuous
measure of digital game experience
16. Expert Reviews & Heuristics
Tradition of expert reviews and heuristics in the
‘traditional’ usability & software engineering
Games demand specifically designed heuristics
Easy implementation in the game design and
development process
17. General Gameplay and Game Interface Heuristics
Desurvire et al.: Heuristics for evaluating playability
– Gameplay
– Game story
– Mechanics
– Usability
Federoff: Game heuristics
– Gameplay
– Game Mechanics
– Game Interface
Korhonen and Koivisto: Playability heuristics
– Game Usability
– Gameplay
– Mobility
18. Focused Game Usability Heuristics
Mobile games / mobile multiplayer games (Korhonen
and Koivisto)
Action games (Fabricatore et al.)
Technical aspects (Pinelle et al.)
Game-based learning (Malone)
19. Pros of Heuristics & Expert Reviews
Cost-efficient; only small groups of experts needed
Time-efficient; The evaluation can be conducted in few
hours
Can be implemented at any stage of a project & used
iteratively
Experts able to identify majority of existing bugs and
playability problems
Several sets of heuristics to choose from
20. Cons of Heuristics & Expert Reviews
Diversification of
– Game genres
– Input devices
– Goals Challenges Heuristics
Lack of game usability & playability experts in the game
industry
21. Future Research Questions
Need for more focused heuristics and / or
customizable sets of heuristics
– Depending on genre, platform, interaction, context
Standardized Heuristics and Questionnaires
– Developers demand (standardized) test instruments
– Better comparison between research projects
– Trade-offs: Questionnaires only for mainstream products?
Ranking & Priorities of heuristics
– What heuristics are most important for what kind of game?
– Weight of single heuristics
Case studies & Evaluation of heuristics
22. Overview of Expert Reviews & Heuristics
Design Alpha Release
Release Beta
Concepting Implementation Release
Game Development Project
Playability Player Experience
Evaluations Evaluations
25. Psychophysiological Instrumentation
Electrodermal activity (EDA)
– Electrical conductance between two electrodes
– Hands, feet (eccrine sweat glands)
Cardiovascular measures (EKG, HRV, IBI, BVP, BP)
Electromyography of the face (EMG)
– Muscle tension,
– Face (cheek, brow, eyelid)
Electroencephalography (EEG)
– Nerve cells activity in cerebral cortex
– Frequency bands (δθαβγ frequency ranges between 1-50Hz)
26. Full Biometric Game Testing Lab
A full biometric testing lab with EEG, EMG, EDA, Eye Tracker, logging
software and gaming hardware (Game Systems and Interaction Research
Lab)
27. EEG Frequency Power Bands
Analysis of EEG data is done in the frequency domain using FFTs
28. Pro & Con of Psychophysiological Testing
PRO CON
Objective Complicated setup
Covert & continuous Expensive
recording Artifact scoring
Quantifiable Data amount
Reliable Hard to interpret
Replicable Difficult and time-
High temporal accuracy consuming analysis
34. About Gameplay Metrics
Gameplay metrics are
– objective data about the
– behavior of players
within game environments
Anything recordable in a game engine
Examples
– Player movement
– Firing weapons
– Interacting with NPCs
– Interface interaction
– Game economy behavior ...
39. Pros of Gameplay Metrics (1)
Allow data collection from entire population of
players
– not just a sample
– Examples
Everyone playing Tomb Raider: Underworld on Xbox Live!
EIDOS metrics suite has logged data from 1.5+ million players
Data can be collected in natural environment
(homes, internet cafés, etc.)
– No bias of introducing players to laboratory-based studies
40. Pros of Gameplay Metrics (2)
Provide highly detailed information about
– What players do in the game
Permit
– linking PXP measures with actual game features
– Example
Combining GSR with metrics we can show exactly when in the
game players are aroused, and what they were doing at the
time
41. Cons of Gameplay Metrics
Cannot provide any contextual data
– Only records information from the specific game software
Is player having fun?
Is player male or female?
Are there other players present?
Need to be combined with other PXP data
– Provides linkage between
User behavior
Game experience
– Examples
Surveys
Interviews
Observations
Physiological and Psychophysiological
42. Gameplay Metrics
Gameplay metrics highly useful to evaluate game design
– Do players experience all the content in the game?
– Do people play the game as we expected?
– Adapting games in real-time to the players
UX research in games hindered by linking problem
– PXP
– Actual player behavior
– Game itself
With gameplay metrics this linking problem is
overcome
43. Gameplay Metrics
Supplement existing methods
Game industry is investing in metrics-based tracking
Bolsters user-oriented testing methods
– Usability testing
How easy can the users operate the game controls?
– Playability testing
Are users having a good playing experience?
– Metrics testing
How do the users actually play the game?
44. A MULTI-METHOD APPROACH TO
MEASURING PLAYER EXPERIENCE
Wouter van den Hoogen & Karolien Poels
47. Self-Report and Behavioral Player Experience
Measures
Game Experience Questionnaire (GEQ)
– important, yet after the fact
– Subjective self-report measurement
Observational Coding of Player Behavior
– Facial expressions
– Body movement
Development of Automated Behavioral Measures
– Explorative
– Objective
– Real-time
48. Game Experience Questionnaire (GEQ)
Broad
Easily applicable
Robust
Agnostic to the type of game,
platform, or gamer
Sensitive to changes in game
interface, content and setting
Reliable
Valid
49. GEQ Development & Structure
Development
– Existing game experience literature
– Related existing experience questionnaires
– Conceptualizations of game experience through focus groups
– Two large scale surveys with factor and scale analysis
Final Structure (7 components)
– Immersion
– Tension
– Competence
– Flow
– Negative affect
– Challenge
– Positive affect
50. Observational Coding of Player Behaviour
Facial expressions:
– smile
– compressing lips
Body movement:
– forwards movement
– backwards movement
Inter-rater reliability
only clear expressions and
movements were coded
51. Behavioral Indicators
Pros
– natural responses
– display during game-play (i.e. continuous real time)
– integrated in game-peripherals (e.g. game-pad)
Cons
– Individual differences
Button presses
Movement intensity
54. Conclusions
Game Experience Questionnaire
– Reliable, sensitive, and multi-dimensional
– Long (5 items per dimension)
– Short (iGEQ, 2 items)
Behavioral Indicators Indicate Player Experience
– Correlate with specific experiences
– Reliable
– Multiple behaviors show similar relation with self report
– Intensity of behavior and actions indicative of arousal
– Related to future game preferences
55. #thankUX
FUGA:
Measuring the human experience of media
enjoyment