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 development to dry-run a cycle of design improvements derived from psychophysiological data. The tests looked at the correlation between stress levels and the contraction of facial muscles with in-game performance in order to establish whether 'Gua-Le-Ni' offered the cognitive challenge, the learning curve, and the enjoyment the designers had in mind for this product. In this paper, we discuss the changes that were made to the game and the data-analysis that led to these changes.
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With the increased adoption of real-time objective measurements of player experience, advances have been made in characterising the dynamically changing aspects of the player experience during gameplay itself. A direct coupling to player action, however, is not without challenges. Many physiological responses, for instance, have an inherent delay, and often take some time to return to a baseline, providing challenges of interpretation when analysing rapidly changing gameplay on a micro level of interaction. The development of event-related, or phasic, measurements directly coupled to player actions provides additional insights, for instance through player modelling, but also through the use of behavioural characteristics of the human computer interaction itself. In this study, we focused on the latter, and measured keyboard pressure in a number of different, fast-paced action games. In this particular case, we related specific functional game actions (keyboard presses) to experiential player behaviour. We found keyboard pressure to be higher for avoidance as compared to approach-oriented actions. Additionally, the difference between avoidance and approach keyboard pressure related to levels of arousal. The findings illustrate the application potential of qualifying players’ functional actions at play (navigating in a game) and interpret player experience related to these actions through players’ real world behavioural characteristics like interface pressure.
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Over 40% of nursing home residents in the Netherlands are estimated to have visual impairments. In this study, light conditions in Dutch nursing homes were assessed in terms of horizontal and vertical illuminances and colour temperature. Results showed that in the seven nursing homes vertical illuminances in common rooms fell significantly below the 750 lx reference value in at least 65% of the measurements. Horizontal illuminance measurements in common rooms showed a similar pattern. At least 55% of the measurements were below the 750 lx threshold. The number of measurements at the window zone was significantly higher than the threshold level of 750 lx. Illuminances in the corridors fell significantly below the 200 lx threshold in at least three quarters of the measurements in six of the seven nursing homes. The colour temperature of light fell significantly below the reference value for daylight of 5000 K with median scores of 3400 to 4500 K. A significant difference in colour temperature was found between recently constructed nursing homes and some older homes. Lighting conditions of the examined nursing homes were poor. With these data, nursing home staff have the means to improve the lighting conditions, for instance, by encouraging residents to be seated next to a window when performing a task or during meals.
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