Searcharxiv⌕ Search

arXiv subjects

Lennart E. Nacke

Publications and source records attributed to Lennart E. Nacke.

24 records · Page 2Linked to original sources

"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop

Workshops are used for academic social networking, but connections can be superficial and result in few enduring collaborations. This unworkshop offers a novel interactive format to create deep connections, peer- learning, and produces a technology-enhanced experience. Participants will generate interactive technological artifacts before the unworkshop, which will be used together and orchestrated at the unworkshop to engage all participants in an alternate reality game set in local places at the conference.

cs.HC↗

Psychophysiological Correlations with Gameplay Experience Dimensions

In this paper, we report a case study using two easy-to-deploy psychophysiological measures - electrodermal activity (EDA) and heart rate (HR) - and correlating them with a gameplay experience questionnaire (GEQ) in an attempt to establish this mixed-methods approach for rapid application in a commercial game development context. Results indicate that there is a statistically significant correlation (p < 0.01) between measures of psychophysiological arousal (HR, EDA) and self-reported UX in games (GEQ), with some variation between the EDA and HR measures. Results are consistent across three major commercial First-Person Shooter (FPS) games.

cs.HC↗

Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience

Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun. These informal terms require a scientific explanation. Ludologists also acknowledge the need to understand cognition, emotion, and goal- oriented behavior of players from a psychological perspective by establishing rigorous methodologies. This paper builds upon and extends prior work in an area for which we would like to coin the term "affective ludology." The area is concerned with the affective measurement of player-game interaction. The experimental study reported here investigated different traits of gameplay experience using subjective (i.e., questionnaires) and objective (i.e., psychophysiological) measures. Participants played three Half-Life 2 game level design modifications while measures such as electromyography (EMG), electrodermal activity (EDA) were taken and questionnaire responses were collected. A level designed for combat-oriented flow experience demonstrated significant high-arousal positive affect emotions. This method shows that emotional patterns emerge from different level designs, which has great potential for providing real-time emotional profiles of gameplay that may be generated together with self- reported subjective player experience descriptions.

cs.HC↗

Trends and Techniques in Visual Gaze Analysis

Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. This paper presents a study investigation benefits and limitations of visual gaze analysis among eye tracking professionals and researchers. The results were used to create a tool for visual gaze analysis within a Master's project.

cs.HC↗

Gameplay experience in a gaze interaction game

Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.

cs.HC↗

From Playability to a Hierarchical Game Usability Model

This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.

cs.HC↗