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	<title>The Acagamic &#187; Features</title>
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	<description>usable game science</description>
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		<title>Shoot To Thrill – Biofeedback in Games and Player Experience</title>
		<link>http://www.acagamic.com/features/shoot-to-thrill-%e2%80%93-biofeedback-in-games-and-player-experience/</link>
		<comments>http://www.acagamic.com/features/shoot-to-thrill-%e2%80%93-biofeedback-in-games-and-player-experience/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 16:55:54 +0000</pubDate>
		<dc:creator>The Acagamic</dc:creator>
				<category><![CDATA[Biometrics]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Game Metrics]]></category>
		<category><![CDATA[Psychophysiology]]></category>
		<category><![CDATA[adrenaline]]></category>
		<category><![CDATA[biosensor]]></category>
		<category><![CDATA[cognition]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[physiological]]></category>
		<category><![CDATA[psychophysiology]]></category>
		<category><![CDATA[shoot]]></category>
		<category><![CDATA[thrill]]></category>

		<guid isPermaLink="false">http://www.acagamic.com/?p=100</guid>
		<description><![CDATA[	
	<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.title=Shoot+To+Thrill+%E2%80%93+Biofeedback+in+Games+and+Player+Experience&amp;rft.aulast=Nacke&amp;rft.aufirst=Lennart&amp;rft.subject=Biometrics&amp;rft.subject=Features&amp;rft.subject=Game+Metrics&amp;rft.subject=Psychophysiology&amp;rft.source=The+Acagamic&amp;rft.date=2008-10-30&amp;rft.type=blogPost&amp;rft.format=text&amp;rft.identifier=http://www.acagamic.com/features/shoot-to-thrill-%e2%80%93-biofeedback-in-games-and-player-experience/&amp;rft.language=English"></span>
I was unprepared when opening the latest edition of favorite industry magazine Game Developer, when a blink on the cover should have already told me what was revealed on page 21 in this October 2008 issue. As my eyes went into saccadic overload, I could feel my lacrimal glands kicking in leading to an overlubrication [...]]]></description>
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		<title>Quo Vadis 2008: Interaction and Psychophysiology Gaming Lecture</title>
		<link>http://www.acagamic.com/work/events/quo-vadis-2008-interaction-and-psychophysiology-gaming-lecture/</link>
		<comments>http://www.acagamic.com/work/events/quo-vadis-2008-interaction-and-psychophysiology-gaming-lecture/#comments</comments>
		<pubDate>Thu, 15 May 2008 08:01:03 +0000</pubDate>
		<dc:creator>The Acagamic</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[neurotechnology]]></category>
		<category><![CDATA[psychophysiology]]></category>
		<category><![CDATA[quo vadis]]></category>
		<category><![CDATA[report]]></category>
		<category><![CDATA[usability]]></category>

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So, neurotechnology for games is definitely on the rise. Usability and interaction research in games and player experience as well, judging from the positive reception of the talk I gave on the Quo Vadis 2008 Entwicklerkonferenz in Berlin last week. Now, I finally found the time to upload the slides. Hope they are helpful to [...]]]></description>
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