Psychophysiological measurements have so far been used to express player experience quantitatively in game genres such as shooter games and race games. However, these methods have not yet been applied to casual video games. From a development point of view, games developed in the casual sector of the games industry are characterized by very short production cycles which make them ill-suited for complex and lengthy psychophysiological testing regimes. This paper discusses some methodological innovations that lead to the application of psychophysiological measurements to enhance the design of a commercially released casual game for the Apple iPad, called ‘Gua-Le-Ni’; or, The Horrendous Parade’. The game was tested in different stages of its ...
AbstractIn this article we discuss the possible use of real-time psychophysiology towards the design...
This article reviews the psychophysiological method in game research. Psychophysiological measuremen...
This paper presents a novel approach to evaluate game level design strategies, applied to role playi...
Psychophysiological measurements have so far been used to express player experience quantitatively i...
Psychophysiology is the study of the relationship between psychology and its physiological manifest...
Measuring the video game player experience is a distinctly challenging task. As the experience of 'f...
This thesis presents the results of three exploratory studies aimed at developing a psychophysiologi...
Digital games provide the most engaging interactive experiences. Researching gameplay experience is ...
Computer games continue to receive increasing attention in industry and academia as a new kind of me...
The potential value of a looping biometric feedback system as a key component of adaptive computer v...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
The paper discusses the results of a case study on the effect of players' facial responses when play...
The potential value of a looping biometric feedback system as a key component of adaptive computer v...
Game science has become a research field, which attracts industry attention due to a worldwide rich ...
With a recently gained emphasis on new input devices and interaction techniques, like gestural movem...
AbstractIn this article we discuss the possible use of real-time psychophysiology towards the design...
This article reviews the psychophysiological method in game research. Psychophysiological measuremen...
This paper presents a novel approach to evaluate game level design strategies, applied to role playi...
Psychophysiological measurements have so far been used to express player experience quantitatively i...
Psychophysiology is the study of the relationship between psychology and its physiological manifest...
Measuring the video game player experience is a distinctly challenging task. As the experience of 'f...
This thesis presents the results of three exploratory studies aimed at developing a psychophysiologi...
Digital games provide the most engaging interactive experiences. Researching gameplay experience is ...
Computer games continue to receive increasing attention in industry and academia as a new kind of me...
The potential value of a looping biometric feedback system as a key component of adaptive computer v...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
The paper discusses the results of a case study on the effect of players' facial responses when play...
The potential value of a looping biometric feedback system as a key component of adaptive computer v...
Game science has become a research field, which attracts industry attention due to a worldwide rich ...
With a recently gained emphasis on new input devices and interaction techniques, like gestural movem...
AbstractIn this article we discuss the possible use of real-time psychophysiology towards the design...
This article reviews the psychophysiological method in game research. Psychophysiological measuremen...
This paper presents a novel approach to evaluate game level design strategies, applied to role playi...