Saturday 20 December 2008

Yet more todo

Communication and Media Studies > New Media > Interactive Games and Gaming

Montreal GameCode
London Game Research Group

Center for Computer Games Research at the IT University of Copenhagen
Olli Leino's publications:

The Daedalus project - the psychology of MMORPGs

An Introduction to Game Studies - Games in Culture. By Frans Mäyrä

TIGA, particularly "The Game Sector in Flux - Info from Rick Gibson's "Barriers To Investment" report 2007"
ELSPA - Entertainment and Leisure Software Publishers Association
Computer and Video Games: important facts at your fingertips
Games Investor - Report: Playing For Keeps (07)(UK Trade and Industry),
Playing For Keeps - Challenges to sustaining a world-class UK games sector : Commercial Models
Playing For Keeps - Challenges to sustaining a world-class UK games sector : Intellectual Property
Playing For Keeps - Challenges to sustaining a world-class UK games sector : Country Profile

Game Career Guide - Theses:

Student Thesis: A Psychophysiological Logging System for a Digital Game Modification [05.27.08]
- Sophie Stellmach
Sophie Stellmach of the Department of Simulation and Graphics at Otto-von-Guericke University, Magdeburg, wrote a thesis on creating a psychophysiological logging system for a digital game modification

Abstract
This student thesis intends to facilitate cognitive experiments for gameplay experience studies. To achieve this a psychophysiological logging framework was developed, which automatically reports the occurrence of specific game events to a log file and to the parallel port. Via the parallel port the communication with psychophysiological systems is possible.

Thus, psychophysiological data can be correlated with in-game data in real time. In addition, this framework is able to log viewed game objects via an eye tracker integration. This gives some information on how certain game elements affect the player's attention. For the development of this system the Source SDK, the game engine of Half-Life 2, has been used. Consequently, custom-built Half-Life 2 levels had to be developed, which are suitable for cognitive experiments. In this context, tools for level editing will be introduced.

This thesis shapes the basis for further research work in the area of psychophysiological software development and is intended to facilitate this for future scholars facing these issues.
Download Stellmach's thesis [PDF].


Master's Thesis: A Framework for Psychophysiological Data Acquisition in Digital Games [05.20.08]
- Dennis Sasse
Master's student Dennis Sasse at the Department of Simulation and Graphics at Otto-von-Guericke University, Magdeburg, wrote about psychophysiological data in games for his thesis.

Abstract
In order to rapidly develop digital games for psychophysiological experiments, a coherent and flexible development environment is required. Something that allows researchers to design their experiments, build the stimulus game and easily integrate all required data
acquisition functionality into it.

This thesis shows the design and implementation of such a framework. Methods for gathering player-related data are compared to establish a theoretical foundation for the framework. The logging framework is implemented as a set of Torque X components and an example game is developed in order to demonstrate the framework and the different
logging components.
You can download Sasse's thesis [PDF].


Master's Thesis: Design of In-Game Training to Enhance Videogame Experience [11.21.06]
- Brad Paras

Abstract
As the videogame industry continues to boom, the increase in production resources and game design experience has led to the development of increasingly more complicated games. Current videogames require the manipulation of complex physical and virtual interfaces. In-game training is now critical to the enjoyment of sophisticated and challenging game experience. The thesis first reviews the process of discovery that identified the types and capabilities of a variety of in-game training strategies. It then details the development and testing of an effective in-game training system that improves player performance without negatively affecting the experience of play. Two critical success factors are highlighted: the type of training and the timing of the training. Finally, the thesis positions games as examples of training systems that effectively engage users, and therefore as sources for educational design concepts that can increase our potential to make learning a truly rewarding experience.
"Learning to Play: The Design of In-Game Training to Enhance Videogame Experience" by Brad Paras, Simon Fraser University, 127 pages, Adobe Acrobat (3,876 KB).


Master's Thesis: Big Game: Formalizing Test Methods for Computer Game Concepts [08.30.06]
- Stein Llanos and Anders Højsted

Abstract
This Master's thesis examines whether it is possible to test computer game concepts with quick and cheap analog tests and develop a standartized series of analog tests for AAA-computer game concepts for use by game designers during the earliest concept-phase of game development.

This thesis is based on empirical as well as theoretical studies. The first empirical part of the thesis is grounded in interviews with 5 different game designers concerning their concept-documentation and the game development process. We developed a series of analog tests for computer game concepts based on these interviews and theoretical game studies, using techniques such as pen and paper roleplaying games, Lego-mockups of level design & stress test of concept art. These tests were compiled in a Test Catalogue which functions as a manual for the tests. The second empirical study was an comparative analysis of the analog tests of the design document for Surreal Studio’s game The Suffering and a series of playtests of The Suffering with subsequent interviews of the playtesters. The comparative analysis of these two empirical studies revealed that the tests were capable of predicting the conceptuel problems in the finished game purely by testing the design document.
"Big Game: Formalizing Test Methods for Computer Game Concepts" by Anders Højsted and Stein Llanos, IT-University of Copenhagen, 161 pages, Adobe Acrobat (4k KB).

Analog Test Catalog for game designers, Adobe Acrobat (337 KB).

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