Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This paper contributes to the explanation of video game enjoyment and addresses the importance of player performance and its consequences for self-esteem as factor in the entertainment experience of playing a video game. Based on theoretical considerations from motivational psychology and entertainment theory, two exploratory studies are reported. A correlational study suggests that avoiding failures is more critical to maintaining game enjoyment than achieving success. An experimental investigation (study 2) reveals complex relationships between pre-play and post-play self-esteem (assessed by implicit measures), game difficulty, and game enjoyment. A working model is derived from the findings that suggests differential processes in player performance, self-esteem, and game enjoyment for game experts and game novices. Performance seems to be much more relevant to the entertainment experience of game experts than it is for game novices.
Author's Keywords:
Video games, computer games, enjoyment, entertainment, performance, self-esteem, implicit measures
Sherry, John., Rosaen, Sarah., Bowman, Nicholas. and Huh, Searle. "Cognitive Skill Predicts Video Game Ability" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Online
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This paper tests media flow theory in the case of video game play. Specifically, it tests the assertion that success at media use is a function of the difficulty of the medium in relation to the audience member's ability to use the medium. 138 young adults were tested for cognitive skills in four domains and played simple video games that required skill in those domains. As predicted, individual differences in cognitive skill predicted success in game play. Importantly, these relationships remained after controlling for sex and game playing experience.
Author's Keywords:
cognitive, video game, media flow theory
Lee, Doohwang. and Larose, Robert. "The Impact of Flow Experience on Self-Regulation and Usage in Video Game Play" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY, Online
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This study explored factors that motivate video game players to engage in video gaming behavior. Based on Bandura’s theory of self-regulation (1991) and Csikszentimihaly’s theory of flow experience (1975), this study proposed an integrative model of video game consumption behavior and investigated how flow experiences affect self-regulatory mechanism of media behavior involving self-reactive outcome expectations, deficient self-regulation, and habitual media behavior. As expected, this study found significant impacts of flow experience on video game self-reactive outcome expectations, deficient self-regulation, and habitual consumption behavior among 411 college undergraduate students. However, there was no direct relationship between flow experience and the amount of time spent on playing video games. Combined, these variables explained 54 percent of the variance in video game use.
Author's Keywords:
Flow, Self-Regulation, Video Game
Skalski, Paul., Lange, Ryan., Tamborini, Ron. and Shelton, Ashleigh. "Mapping the Road to Fun: Natural Video Game Controllers, Presence, and Game Enjoyment" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA, May 23, 2007 Online
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This study examines the potential for natural mapping to affect presence-related outcomes of video game exposure. Interactivity in the form of natural mapping has been advocated as a possible contributor to presence experiences, yet few studies to date have investigated this potential, particularly as it applies to video games, which are expected to make extensive use of naturally mapped controllers in the future. This paper formulates a preliminary typology of natural mapping and subsequently addresses how 2 types of natural mapping impact the experience of a video game, with the expectation that more natual mapping leads to increased spatial presence affecting game enjoyment. A total of 78 subjects took part in an experimental investigation manipulating the type of controller used to play a PC driving video game (steering wheel, gamepad, joystick, or keyboard). Following play, subjects completed measures of perceived controller naturalness (included to provide a manipulation check and continuous measure of naturalness), spatial presence, and game enjoyment. Results of the study were generally consistent with expectations, and the implications of the findings are discussed.
Author's Keywords:
Video Games, Presence, Enjoyment, Interfaces, Controllers
http://www.allacademic.com/meta/p172703_index.html
---
Bowman, N. D. and Boyan, A. C. , 2008-05-21 "Cognitive Skill as a Predictor of Flow and Presence in Naturally Mapped Video Games" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada Online
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Recently, game companies have marketed more games and game systems that use controllers designed to transfer real world behavior into the virtual world (e.g., Wii, Guitar Hero, etc.). This study looks at the mechanisms by which these new controllers facilitate entertainment including cognitive skill and presence. An experiment was
conducted in which subjects played the first person shooter Call of Duty using a traditional game controller system and a Nintendo Wii system. Results show that both systems facilitated high levels of flow and game performance. Both cognitive skill (variance explained = 27%; variance explained = 21%) and presence (variance
explained = 26%; variance explained = 33%) predicted flow in an additive model (total variance explained = 55%; total variance explained = 56%) in the traditional and Wii version, respectively.
Author's Keywords:
flow, presence, natural mapping, video games, cognitive skills
---
Getting Serious About Happiness
Jeremy Caplan
Tuesday April 3, 2007
---
In the Zone: A Bio-Behavioristic Analysis of Csikszentmihalyi's Flow Experience.
J. Marr
Is Flow Science?
The Flow Experience: The Summa Cum Lousy of Bad Psychology
An introduction to the ‘serious’ part of Dr. Mezmer’s site
Flow, Metaphor, and Churchill’s Nose
Csikszentmihalyi Un-Flow Page
Dsikszentmihalyi's Evil Twin and the UnFlow Experience
---
Nick Bowman
Ph.D. candidate, Instructor
Michigan State Uni
College of Communication Arts & Sciences
"Bio
Nick is at MSU to study enjoyment. Specifically, his research interest examine the effects of new technologies, specifically video games and other interactive media, on the entertainment process. Other areas of interest include entertainment gaming technologies, flow states and telepresence, avatar usage and character attachment, educational gaming, and the usage and influence of e-mail and other communication technologies in the professional environment."
Research Statement
"In terms of explaining media choices, My dissertation work is an extension of selective exposure
theory to explain motives behind video game play. Bryant and Davies (2006) write that research
on the motivations behind video game uses are scant, and research applying SET to video games
is virtually non-existent. My dissertation addresses this research gap by extending the theory to
explain and predict exposure to video games. The eventual goal of this line of research is to
understand comparative selective exposure processes, such as identifying the conditions under
which individuals would choose some forms of media over others. Given the increasingly
diverse set of entertainment options available to today’s consumer, this line of research is
increasingly compelling, as it begins to empirically delineate potential differences between
media that may explain differential uses and effects observed in extant literature. Other research
of mine on media use includes work on the differential appeal of violence in films and video
games (Skalski, Bowman, Eden, Maloney, & Lange, 2007; in preparation for Journal of
Broadcasting and Electronic Media), the role of personality in video game addiction (Huh &
Bowman, 2008), gender differences in appeal of public arcade games (Bowman, Eden, &
Grizzard, 2008), and the role of cognitive skills on game ability as an explanation for gender
differences in video game play (Sherry, Rosaen, Bowman, & Huh, 2006).
In terms of the media experience, my preliminary research project was an application of social
facilitation theory to video game playing (Bowman, Tamborini, & Sherry, 2008; in preparation
for Media Psychology). This study found a significant effect of audience presence on video game
performance, based on dominant cognitive skill responses. The study was well received at ICA
Montreal 2008, and I am in the process of designing a replication of this study to extend the
findings in a virtual environment to see if the presence of virtual audiences has a similar impact
on game performance as the presence of actual audiences. This replication is particularly relevant
to video games today, as on-line gaming has exploded in recent years, introducing mass virtual
audiences to the traditional gaming environment. Other work on the media consumption
experience has looked at factors involved in establishing one’s emotional attachment to and
identification with video game characters (Lewis, Weber, & Bowman, 2008), the influence of
cognitive skills on game enjoyment and presence (Bowman & Boyan, 2008; Sherry, Rosaen,
Bowman, & Huh, 2006), the role of extrinsic game challenge on game enjoyment via flow
(Bowman & Sherry, 2006), and the role of community in the on-line gaming experience
(Schultheiss, Bowman, & Schumann, 2008)."
"Published manuscripts*
Bowman, N. D. (2008). A PAT on the back: Media flow theory revis(it)ed: Rocky Mountain Communication Review, 4(1), 27-39. Huh, S. &
Bowman, N. D. (2008). Perception and addiction of online games as a function of personality traits. Journal of Media Psychology, 13(2).
Lewis, M. L., Weber, R., & Bowman, N. D. (2008). "They may be pixels, but they're MY Pixels": Developing a metric of character attachment in role-playing video games. CyberPsychology and Behavior, 11(4).
Sherry, J. L., & Bowman, N. D. (2008). History of the Internet. In H. Bidgoli (Ed.), The Handbook of Computer Networks, Volume I: Key Concepts, Data Transmission, Digital and Optical Networks. Hoboken, NJ: John Wiley & Sons. Sherry, J. L., &
Bowman, N. D. (2008). Computer games and child development. In W. Donsbach (Ed). International Encyclopedia of Communication, Vol. 3. Oxford: Blackwell.
Conference Papers*
Bowman, N. D., Eden, A., & Grizzard, M. (2008, November). A funny thing happened at the arcade: A mixed-method approach to video game preferences and enjoyment. Paper to be presented at the Annual Meeting of the National Communication Association, San Diego.
Silk, K., Yun, D., Bowman, N. D., Neuberger, L., & Atkin, C. (2008, November). "Is it all in the Message?": The role of perceived control, responsibility, and efficacy in women's responses to breast cancer messages. Paper to be presented at the Annual Meeting of the National Communication Association, San Diego.
Tamborini, R., Eden, A., Weber, R., Bowman, N. D., & Grizzard, M. (2008, November) Variance in disposition and morality predicted by repeated exposure to daytime soap opera. Paper to be presented at the Annual Meeting of the National Communication Association, San Diego.
Sherry, J. L., Boyan, A., & Bowman, N. D. (2008, August). Why games are not fun. Presented at the Annual Convention of the American Psychological Association, Boston, MA.
Schultheiss, D., Bowman, N. D., & Schumann, C., (2008, August). Community vs. soloplaying in multiplayer internet games. Paper presentaed at The [Player] Conference, Copenhagen, Denmark.
Bowman, N. D. (2008, June). In the mood to game: The extension of mood management theory to video games. Paper presented at the National Communication Association Doctoral Honor's Seminar, Tuscaloosa, AL.
Bowman, N. D., & Boyan, A. B. (2008, May). Cognitive skill as a predictor of flow and presence in naturally-mapped video games. Paper presented at the Annual Meeting of the International Communication Association, Montreal.
Bowman, N. D., Tamborini, R., & Sherry, J. L. (2008, May). Facilitating game play: How others affect performance at and enjoyment of video games. Paper presented at the Annual Meeting of the International Communication Association, Montreal.
Eden, A., Bowman, N. D., & Maloney, E. (2008, May). "That dude is good!": Gender-bias in on-line video games. Paper presented at the Annual Meeting of the International Communication Association, Montreal.
Silk, K., Yun, D., Bowman, N. D., Neuberger, L., Atkin, C. (2008, May). Investigating the impact of breast cancer messages on women's perceptions: Results of a message testing pilot study. Paper presented at the Annual Meeting of the International Communication Association, Montreal.
Bowman, N. D. (2008, March). In the mood to game: The extension of mood management theory to video games. Paper presented at the Media Entertainment Summit, Michigan State University, East Lansing, MI.
*(2008 only) "
The concepts of participation, engagement and flow: A matter of creating optimal play experiences
L Almqvist PhD
Senior lecturer, Department of Social Sciences, Mälardalen University, Sweden.
CJE Uys PhD
Senior lecturer, Centre for Augmentative and Alternative Communication, University of Pretoria.
A Sandberg PhD
Associate Professor, Department of Social Sciences, Mälardalen University, Sweden.
"Positive functioning relates to the ability to live a good and healthy life, but for children with special needs, this might be compromised and therefore factors related to positive functioning should be explored. As their restrictions concern a variety of general life situations including issues such as peer group interaction, participation, autonomy and self-determination, the focus should be on the children’s capabilities when they act in their natural environments. Functional abilities and the creation of opportunities in a challenging environment are optimal for new learning to take place, leading the child towards a positive end point. This article analyses constructs of engagement, participation and flow, indicating their interrelatedness and association to positive functioning. Outcomes change and unfold over time, indicating that functioning should be considered dynamic, context-dependent, culturally and historically conditioned. The article concludes with a suggested model for intervention to enhance positive functioning of children with special needs.
Key words: children with special needs, engagement, flow, participation, positive functioning"
@article{Pearce2005745,
title = "The ebb and flow of online learning",
journal = "Computers in Human Behavior",
volume = "21",
number = "5",
pages = "745 - 771",
year = "2005",
note = "",
issn = "0747-5632",
doi = "DOI: 10.1016/j.chb.2004.02.019",
url = "http://www.sciencedirect.com/science/article/B6VDC-4BXN5XV-2/2/40c6e25c23cb5984cf8f9137a0ac82f1",
author = "Jon M. Pearce and Mary Ainley and Steve Howard",
keywords = "Flow",
keywords = "Learning",
keywords = "Engagement",
keywords = "Computer-based instruction"
}
The Ebb and Flow of Online Learning
"Jon Pearce a* , Mary Ainley b , Steve Howard a
a Department of Information Systems, The University of Melbourne, Australia, 3010
b Psychology Department, The University of Melbourne, Australia, 3010
Abstract
Past research has suggested that Csikszentmihalyi’s flow theory describes a state that shouldbe supportive of a student’s learning. This article reports on research that uses the constructsof flow to explore learning in an online environment. An experiment was carried out in whichstudents worked through a learning sequence in the physics domain that had varying degreesof interactivity. Their interactions and flow states were monitored throughout the learningtask. The experimental data suggest that flow can be more usefully regarded as a processrather than just an overall state. This process is represented by flow-paths that plot eachstudent’s progress through challenge-skill space. Some flow patterns are identified that relateto the learning outcomes of the students. While there is some conflict between this processrepresentation and outcome measures for flow, this flow-path portrayal has provided freshinsights into students’ interactions in online learning environments.
Keywords: Flow, learning, engagement, computer-based instruction"
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games},
booktitle = {MindTrek '08: Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era},
year = {2008},
isbn = {978-1-60558-197-2},
pages = {13--17},
location = {Tampere, Finland},
doi = {http://doi.acm.org.ezproxy.sussex.ac.uk/10.1145/1457199.1457203},
publisher = {ACM},
address = {New York, NY, USA},
}
TECFA research and overview,
"TECFA is a research and teaching unit created in 1989 by the Faculté de Psychologie et des Sciences de l'Education ("School of Psychology and Education") of the University of Geneva. It is active in the field of educational technology. TECFA's research covers a large area of interests, including: cognitive issues in learning technology, computer-supported collaborative learning, virtual learning environments, computer-mediated communication, information systems in education, and distance education. "
Mireille Betrancourt - CV
LinkedIn
List of Publications
Cyril Rebetez blog / delicious
LinkedIn
Description of
Description of current work
MIRALab
CUI publications from the University of Geneva
MMI is part of Computer Vision and Multimedia Laboratory.
CVML publications.
Assessment of users emotional states by using multimodal physiological signals.
home
Thierry Pun publications
@inproceedings{Ansari-Asl:2007:EUSIPCO,
vgclass = {refpap},
vgproject = {bmi},
author = {Karim Ansari-Asl and Guillaume Chanel and Thierry Pun},
title = {A channel selection method for EEG classification in emotion assessment
based on synchronization likelihood},
booktitle = {Proceedings of the 15th European Signal Processing Conference},
address = {Poznan, Poland},
month = {September 3--7},
year = {2007},
}
@inproceedings{Chanel:2007:SMC,
vgclass = {refpap},
vgproject = {bmi},
author = {Guillaume Chanel and Karim Ansari-Asl and Thierry Pun},
title = {Valence-arousal evaluation using physiological signals in an emotion
recall paradigm},
booktitle = {Proceedings of the IEEE SMC and International Conference on Systems,
Man and Cybernetics, Smart cooperative systems and cybernetics: advancing
knowledge and security for humanity},
address = {Montreal, Canada},
month = {October 7--10},
year = {2007},
}
ACM publications
Guillaume Chanel at DBLP, at Linked In, at CUI:
@article{DBLP:journals/puc/BenoitBCNLTLMC09,
author = {Alexandre Benoit and
Laurent Bonnaud and
Alice Caplier and
Phillipe Ngo and
Lionel Lawson and
Daniela G. Trevisan and
Vjekoslav Levacic and
C{\'e}line Mancas and
Guillaume Chanel},
title = {Multimodal focus attention and stress detection and feedback in an augmented driver simulator},
journal = {Personal and Ubiquitous Computing},
volume = {13},
number = {1},
year = {2009},
pages = {33-41},
ee = {http://dx.doi.org/10.1007/s00779-007-0173-0},
bibsource = {DBLP, http://dblp.uni-trier.de}
}
Olfactory-Elicited Emotions Assessment Through Psycho-Psychological Signals: Statistical and Classification Approaches.
Guillaume Chanel, September 2008.
"Summary
I am a researcher and university teacher in educational technologies. Professor Mireille Bétrancourt is the head of the Technologies for Learning and Teaching unit (TECFA). Graduated in Psychology, I received a Ph.D. in Cognitive Sciences at the French National Institute of Technology of Grenoble in 1996. I worked as a doctoral and postdoctoral fellow at the French National Institute for computer Science and Automation (INRIA) in Grenoble, where I worked with André Bisseret. I spent one year as a postdoctoral fellow in Stanford University, working with Barbara Tversky. I joined TECFA (unit in Technologies for Learning and Teaching) in the Faculty of Psychology and Education at Geneva University in 2000 and was appointed as full professor in Information Technologies and Learning Processes in 2003. For over ten years, Mireille Betrancourt has been investigating learning with information technologies with two aims: Firstly, providing knowledge about the cognitive processes underlying the comprehension of multimedia and multimodal information; Secondly on the basis of the cognitive assumptions, investigating how design features affect learning outcomes.
Specialties
My research topics are conceptual learning from multimedia documents, computer-assisted cognitive rehabilitation, computer-supported collaborative writing to learn and human-computer interaction usability."
List of Publications
Professor in Information Technologies and Learning Processes, School of Psychology and
education, University of Geneva.
Head of TECFA research unit
How do we learn from multimedia documents? In other words, how can we build a mental model of a situation from studying mutually referring text, still graphics and animation? My research adresses this issue both from a basic perspective, in order to gain knowledge on cognitive processing of multimedia information, and from an applied perspective, in order to provide guidelines to multimedia instruction designers.
More recently, I have been developping a new line of research regarding on the effect of peer-tutoring on metacognitive activities and learning performance using computer-supported learning environments.
I am also interested in computer-supported learning in general, and I am participating in projects on the following topics: computer-supported collaborative learning, computer-supported writing-to-learn environments for vocational training, computer-supported
Main multimedia research topics:
Text-Picture Integration
Sequential display of text-picture documents
Learning from computer animation in individual and collaborative settings
Effect of peer-tutoring on metacognitive and learning performance.
Cyril Rebetez blog / delicious
"Summary
My education and experiences are mostly academic and I intend to excel in the research field. My first interest lies in video games study from a psychological perspective: how games involve us, what makes us love them..."
"PhD title: 'Learning from multimedia animations: control, collaboration and mental models."
"Education
University of Geneva
PhD, Psychology
2004 – 2008
My PhD project starts with the study of dynamic presentations for learning to then focus on motivation and effort in computer games. The goal of this research is to provide efficient tools to study computer games involvement and to transfer these caracteristics to learning materials."
Description of
"the works i've done during my master of learning and teaching technologies (maltt)"
Description of current work
"I'm a researcher interested in human-computer interaction, video games, cognitive processing of multimedia information, and a lot of other stuff.
I work at tecfa as an assistant in the master of learning and teaching technologies (maltt).
I'm finishing a PhD in psychology about the potentials and effects of multimedia animations for learning. It was mostly experimental psychology and statistics.
I'm also a gamer: tabletop rpg, video games, board games, cards..."
RoRk at WorkAnd university,
video games research, cognitive psychology and my PhD
Cyril Rebetez
Assessing the educational potential of video games through empirical research on their impact on cognitive and affective dimensions
On the basis of both the education and psychology literature on video games, the objective of this project is to/ propose a methodology to experimentally assess two hypotheses: First, playing video-games on a regular basis affects cognitive, perceptual and metacognitive abilities as well as emotional responses. Second, games can be categorized as a function of the specific abilities and dimensions they affect. The research plan is constituted of two phases. In the first phase, a meta-analysis of the literature will provide a set of dimensions that were found to be affected by playing video-games. The sensibility of these dimensions will be assessed within our population in an experimental study comparing video game players and non video game players. In the second phase, a categorization of video games as a function of the dimensions they are expected to affect will be elaborated and experimentally tested. Participants (secondary school students) will be asked to play one game on a regular basis for one month in order to investigate whether each category of game differentially affects specific cognitive and affective dimensions. my research blog (some other stuff too)
MIRALab
CUI publications from the University of Geneva
MMI is part of Computer Vision and Multimedia Laboratory.
CVML publications.
Assessment of users emotional states by using multimodal physiological signals.
We are interested in the recognition of affective states which are not produced intentionally by the user. As opposed to more traditional ways of assessing emotions (video analysis of facial expressions and body postures, speech analysis), EEG and other physiological recordings cannot be easily faked or suppressed, and can provide direct information as to the user state of mind. Since emotion is involved in any kind of communication, this can be applied to the BMI domain as well as in HCI in general. In order to assess the arousal and valence components of emotion, we have developed a complete acquisition protocol to build a physiological emotional database for real participants. Arousal assessment is then formulated as a classification problem, with classes corresponding to various degrees of arousal. The performance of 2 classifiers has been evaluated, on peripheral signals, on EEG's, and on both by fusion of modalities. Results confirm the possibility of using EEG's to assess the arousal component of emotion, and the interest of fusing EEG's with peripheral physiological signals. Our ongoing work concerns the improvement on the results for arousal evaluation as well as the assessment of the valence component of emotion. The overall aim is to be able to identify a point or a region in the valence / arousal space, since to such a point will correspond a labeled emotion, such as fear, anger, or joy.
Current research topics
Arousal and valence evaluation by classification;
Analysis of dynamic characteritics of emotions.
Video example of a game protocol
home
The Multimodal interaction group (MMI), part of the Computer vision and multimedia laboratory (CVML), is interested in the use of various modalities for human-computer interaction and affective computing. The currently studied modalities are visual (eye-gaze tracking), auditory (3D sonification), haptic, physiological (EEG's, peripheral physiological signals). The three main research and development topics, concerning interaction using physiological signals and eInclusion, are:
brain-computer interaction (BCI) based on EEG's, and brain sources reconstruction (forward and inverse problem);
affective computing and emotions assessment;
electronic aids for visually handicapped people
Our specialized equipment includes acquisition systems for EEG's (Biosemi Active II, 64 + 16 electrodes), peripheral physiological signals (EMG, plethysmograph, galvanic skin resistance, skin temperature, breathing rate), eye gaze tracker, stereo cameras, specialized printer for sight handicapped persons.
Thierry Pun publications
@inproceedings{Ansari-Asl:2007:EUSIPCO,
vgclass = {refpap},
vgproject = {bmi},
author = {Karim Ansari-Asl and Guillaume Chanel and Thierry Pun},
title = {A channel selection method for EEG classification in emotion assessment
based on synchronization likelihood},
booktitle = {Proceedings of the 15th European Signal Processing Conference},
address = {Poznan, Poland},
month = {September 3--7},
year = {2007},
}
@inproceedings{Chanel:2007:SMC,
vgclass = {refpap},
vgproject = {bmi},
author = {Guillaume Chanel and Karim Ansari-Asl and Thierry Pun},
title = {Valence-arousal evaluation using physiological signals in an emotion
recall paradigm},
booktitle = {Proceedings of the IEEE SMC and International Conference on Systems,
Man and Cybernetics, Smart cooperative systems and cybernetics: advancing
knowledge and security for humanity},
address = {Montreal, Canada},
month = {October 7--10},
year = {2007},
}
ACM publications
Current research
See http://cvml.unige.ch/, research, and in particular http://cvml.unige.ch/MMI
Mainly: emotion assessment from physiological signals using signal processing techniques, multimodal interaction, affective computing
Guillaume Chanel at DBLP, at Linked In, at CUI:
"His research interest is to detect emotional states from recordings of EEGs and other physiological signals in order to improve human computer interactions."
@article{DBLP:journals/puc/BenoitBCNLTLMC09,
author = {Alexandre Benoit and
Laurent Bonnaud and
Alice Caplier and
Phillipe Ngo and
Lionel Lawson and
Daniela G. Trevisan and
Vjekoslav Levacic and
C{\'e}line Mancas and
Guillaume Chanel},
title = {Multimodal focus attention and stress detection and feedback in an augmented driver simulator},
journal = {Personal and Ubiquitous Computing},
volume = {13},
number = {1},
year = {2009},
pages = {33-41},
ee = {http://dx.doi.org/10.1007/s00779-007-0173-0},
bibsource = {DBLP, http://dblp.uni-trier.de}
}
Olfactory-Elicited Emotions Assessment Through Psycho-Psychological Signals: Statistical and Classification Approaches.
Guillaume Chanel, September 2008.
---
Other labels: Nielsen, Wiles, Johnson, Järvinen, Heliö, Davis, Mäyrä, Kearney, Pivec, IJsselsteijn, de Kort, Poels, Jurgelionis, Belotti, Cowley, Charles, Black, Hickey, Sherry, Salen, Zimmerman, Sweetser, Wyeth
http://journals.sfu.ca/loading/index.php/loading/article/view/39
http://journals.sfu.ca/loading/index.php/loading/article/viewFile/39/37
The Relationship Between Perceptions of Video Game Flow and Structure
Jayne Isabel Gackenbach
Abstract
This inquiry asks whether or not there are preferred structural characteristics of games that are more or less likely to be associated with the experience of psychological flow during gaming. It was found that high-end game players, as defined by a variety of variables, reported relatively more flow and specific structural preferences than low-end game players when controlling for sex. Moderate game dynamic structural preferences were most predictive of pure game flow experiences. This finding echoes Csikszentmihalyi’s injunction for a balance between perceived challenges and perceived skills to attain flow.
@article{1371223,
author = {Ben Cowley and Darryl Charles and Michaela Black and Ray Hickey},
title = {Toward an understanding of flow in video games},
journal = {Comput. Entertain.},
volume = {6},
number = {2},
year = {2008},
issn = {1544-3574},
pages = {1--27},
doi = {http://doi.acm.org/10.1145/1371216.1371223},
publisher = {ACM},
address = {New York, NY, USA},
}
@proceedings { 3234,
title = {Boredom, Immersion, Flow - A pilot study investigating player experience},
editor = {Eleonore ten Thij},
year = {2008},
month = {25/07/2008},
pages = {103-107},
publisher = {IADIS Press},
address = {Amsterdam, The Netherlands},
abstract = {Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.},
keywords = {immersion, flow, boredom, gameplay, experience, game design, self-report measures, quantitative study, play, design, metrics, ux, geq, level design, epq, bis, bas, personality, aggression, reliability, fuga, Half-Life 2, tension, challenge, affect,},
ISBN = {978-972-8924-64-5},
URL = {http://gamescience.bth.se/download/16/},
author = {Nacke, Lennart and Lindley, Craig A}
}
Sherry, J. L. (2004). Media enjoyment and flow. Communication Theory, 14(4).
Salen, K. and Zimmerman, E. (2004).
Rules of Play: Game Design Fundamentals. Cambridge,
Massachusetts: MIT Press.
Penelope Sweetser & Peta Wyeth. (2005). GameFlow: A Model for Evaluating Player
Enjoyment in Games. Computers in Entertainment 3 (3). ACM Press.
@article{1077253,
author = {Penelope Sweetser and Peta Wyeth},
title = {GameFlow: a model for evaluating player enjoyment in games},
journal = {Comput. Entertain.},
volume = {3},
number = {3},
year = {2005},
issn = {1544-3574},
pages = {3--3},
doi = {http://doi.acm.org/10.1145/1077246.1077253},
publisher = {ACM},
address = {New York, NY, USA},
}
Characterising and Measuring User Experiences
In this paper, we describe the challenge of adequately characterizing and measuring experiences associated with playing digital games. We discuss the applicability of traditional usability metrics to user-centred game design, and highlight two prominent concepts, flow and immersion, as potential candidates for evaluating gameplay. The paper concludes by describing the multi-measure approach taken by the Game Experience Research Lab in Eindhoven.
IJsselsteijn, W.A., de Kort, Y.A.W., Poels, K., Jurgelionis, A., and Belotti,F. (2007). Characterising and Measuring User Experiences, ACE 2007 International Conference on Advances in Computer Entertainment Technology, Workshop 'Methods for Evaluating Games - How to measure Usability and User Experience in Games' (Salzburg, Austria, 13-15 June 2007).
http://www.gamexplab.nl/includes/pages/publications/articles/IJsselsteijn%20et%20al%202007%20Characterising%20and%20Measuring%20User%20Experiences%20ACE%202007%20workshop.pdf
Kearney, P. & Pivec, M. (2008) Immersed and how? That is the question. In Human IT Journal for Information Technology Studies as a Human Science (in Press).
Järvinen, Heliö & Mäyrä (2002). Communication and Community in Digital
Entertainment Services. Tampere: TUP,
url=tampub.uta.fi/tup/951-44-5432-4.pdf
Game Noir: The Construction of Virtual Subjectivity in Computer Gaming
by Galen Davis. Complete Text, 111 Pages, Adobe Acrobat format
http://www.gamasutra.com/education/theses/20020821/davis_01.shtml
@article {Johnson:October, 2003:0014-0139:1332,
author = "Johnson, Daniel",
author = "Wiles, Janet",
title = "Effective affective user interface design in games",
journal = "Ergonomics",
volume = "46",
year = "October, 2003",
abstract = "It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.",
pages = "1332-1345(14)",
url = "http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"
doi = "doi:10.1080/00140130310001610865"
}
Other labels: Nielsen, Wiles, Johnson, Järvinen, Heliö, Davis, Mäyrä, Kearney, Pivec, IJsselsteijn, de Kort, Poels, Jurgelionis, Belotti, Cowley, Charles, Black, Hickey, Sherry, Salen, Zimmerman, Sweetser, Wyeth
http://journals.sfu.ca/loading/index.php/loading/article/view/39
http://journals.sfu.ca/loading/index.php/loading/article/viewFile/39/37
The Relationship Between Perceptions of Video Game Flow and Structure
Jayne Isabel Gackenbach
Abstract
This inquiry asks whether or not there are preferred structural characteristics of games that are more or less likely to be associated with the experience of psychological flow during gaming. It was found that high-end game players, as defined by a variety of variables, reported relatively more flow and specific structural preferences than low-end game players when controlling for sex. Moderate game dynamic structural preferences were most predictive of pure game flow experiences. This finding echoes Csikszentmihalyi’s injunction for a balance between perceived challenges and perceived skills to attain flow.
@article{1371223,
author = {Ben Cowley and Darryl Charles and Michaela Black and Ray Hickey},
title = {Toward an understanding of flow in video games},
journal = {Comput. Entertain.},
volume = {6},
number = {2},
year = {2008},
issn = {1544-3574},
pages = {1--27},
doi = {http://doi.acm.org/10.1145/1371216.1371223},
publisher = {ACM},
address = {New York, NY, USA},
}
@proceedings { 3234,
title = {Boredom, Immersion, Flow - A pilot study investigating player experience},
editor = {Eleonore ten Thij},
year = {2008},
month = {25/07/2008},
pages = {103-107},
publisher = {IADIS Press},
address = {Amsterdam, The Netherlands},
abstract = {Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.},
keywords = {immersion, flow, boredom, gameplay, experience, game design, self-report measures, quantitative study, play, design, metrics, ux, geq, level design, epq, bis, bas, personality, aggression, reliability, fuga, Half-Life 2, tension, challenge, affect,},
ISBN = {978-972-8924-64-5},
URL = {http://gamescience.bth.se/download/16/},
author = {Nacke, Lennart and Lindley, Craig A}
}
Sherry, J. L. (2004). Media enjoyment and flow. Communication Theory, 14(4).
Salen, K. and Zimmerman, E. (2004).
Rules of Play: Game Design Fundamentals. Cambridge,
Massachusetts: MIT Press.
Penelope Sweetser & Peta Wyeth. (2005). GameFlow: A Model for Evaluating Player
Enjoyment in Games. Computers in Entertainment 3 (3). ACM Press.
@article{1077253,
author = {Penelope Sweetser and Peta Wyeth},
title = {GameFlow: a model for evaluating player enjoyment in games},
journal = {Comput. Entertain.},
volume = {3},
number = {3},
year = {2005},
issn = {1544-3574},
pages = {3--3},
doi = {http://doi.acm.org/10.1145/1077246.1077253},
publisher = {ACM},
address = {New York, NY, USA},
}
Characterising and Measuring User Experiences
In this paper, we describe the challenge of adequately characterizing and measuring experiences associated with playing digital games. We discuss the applicability of traditional usability metrics to user-centred game design, and highlight two prominent concepts, flow and immersion, as potential candidates for evaluating gameplay. The paper concludes by describing the multi-measure approach taken by the Game Experience Research Lab in Eindhoven.
IJsselsteijn, W.A., de Kort, Y.A.W., Poels, K., Jurgelionis, A., and Belotti,F. (2007). Characterising and Measuring User Experiences, ACE 2007 International Conference on Advances in Computer Entertainment Technology, Workshop 'Methods for Evaluating Games - How to measure Usability and User Experience in Games' (Salzburg, Austria, 13-15 June 2007).
http://www.gamexplab.nl/includes/pages/publications/articles/IJsselsteijn%20et%20al%202007%20Characterising%20and%20Measuring%20User%20Experiences%20ACE%202007%20workshop.pdf
Kearney, P. & Pivec, M. (2008) Immersed and how? That is the question. In Human IT Journal for Information Technology Studies as a Human Science (in Press).
Järvinen, Heliö & Mäyrä (2002). Communication and Community in Digital
Entertainment Services. Tampere: TUP,
url=tampub.uta.fi/tup/951-44-5432-4.pdf
Game Noir: The Construction of Virtual Subjectivity in Computer Gaming
by Galen Davis. Complete Text, 111 Pages, Adobe Acrobat format
http://www.gamasutra.com/education/theses/20020821/davis_01.shtml
@article {Johnson:October, 2003:0014-0139:1332,
author = "Johnson, Daniel",
author = "Wiles, Janet",
title = "Effective affective user interface design in games",
journal = "Ergonomics",
volume = "46",
year = "October, 2003",
abstract = "It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.",
pages = "1332-1345(14)",
url = "http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"
doi = "doi:10.1080/00140130310001610865"
}
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