Future Game Design Biofeedback and Player Experience

by Lennart E Nacke
Abstract:
This seminar presents and discusses the ongoing work of major game researchers within the EU financed research project “The Fun of Gaming: Measuring the Human Experience of Media Enjoyment” (http://project.hkkk.fi/fuga/). The scope of the project is to measure player experience and design new game applications for a future generation of gamers that harness the power of modern input devices (like eye trackers, positional sensors like the Wiimote, galvanic skin conductance electrodes, sound interaction, etc.) to create a measurable, more enjoyable player experience (measured with biofeedback like EMG and EEG as well as questionnaires). This talk will introduce the reader to input technology that will soon reach the mass market and become readily available for game developers and designers. We will discuss the challenges this new input technology presents to current generation developers and the potential it holds. The adaptability of games to biofeedback mechanisms will be discussed and numerous examples of new game designs harnessing the power of biofeedback will be presented. An interesting insight in results of the ongoing experimental studies is given as well as a discussion of the implications this holds understanding player experience. We close with a moderated dialog on how interactive entertainment could be designed in the future using the innovative techniques presented in this lecture.
Reference:
Future Game Design Biofeedback and Player Experience (Lennart E Nacke), Algoma University, 2008.
Bibtex Entry:
@misc{nacke2008future,
abstract = {This seminar presents and discusses the ongoing work of major game researchers within the EU financed research project "The Fun of Gaming: Measuring the Human Experience of Media Enjoyment" (http://project.hkkk.fi/fuga/). The scope of the project is to measure player experience and design new game applications for a future generation of gamers that harness the power of modern input devices (like eye trackers, positional sensors like the Wiimote, galvanic skin conductance electrodes, sound interaction, etc.) to create a measurable, more enjoyable player experience (measured with biofeedback like EMG and EEG as well as questionnaires). This talk will introduce the reader to input technology that will soon reach the mass market and become readily available for game developers and designers. We will discuss the challenges this new input technology presents to current generation developers and the potential it holds. The adaptability of games to biofeedback mechanisms will be discussed and numerous examples of new game designs harnessing the power of biofeedback will be presented. An interesting insight in results of the ongoing experimental studies is given as well as a discussion of the implications this holds understanding player experience. We close with a moderated dialog on how interactive entertainment could be designed in the future using the innovative techniques presented in this lecture.},
address = {Toronto, ON, Canada},
author = {Nacke, Lennart E},
publisher = {Algoma University},
title = {{Future Game Design Biofeedback and Player Experience}},
url = {http://www.bth.se/fou/forskinfo.nsf/all/21581584f4e03a6cc12575c80040e811?OpenDocument},
year = {2008}
}

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