Yannakakis, Georgios N., and John Hallam. “Entertainment modeling through physiology in physical play.” International Journal of Human-Computer Studies 66.10 (2008): 741-755.
The goal of this paper was to provide an entertainment children-user model which predicts fun when children play a physical game. This entertainment model would predict the fun, by analyzing physiological measures.
They had two challenges to overcome for creating this model. The first challenge was how can we create this model, I mean using which existing technique? And the second challenge was how can we eliminate the impact of physical activities from captured physiological measures (I mean a physical activity and a physical game have some common features that are noises in prediction model)?
To producing this model, the authors designed two experiments, and used some feature selection algorithms and classification mechanisms. In the other words, they used and compared two feature extraction algorithms and three classification algorithms.
At the end, an entertainment model generates a number y that shows how much “fun” is it. For example in comparison of two games, the more fun game gets the higher value.
Main Experiment (the first experiment)
Seventy two normal-weighted children whose ages cover a range between 8 and 10 years participated in the main experiment. They played Bug-Smasher in nine variants on the Playware playground. The description of Bug-Smasher game is as follows:
The “Bug-Smasher” game is used as Continue reading
Mandryk, R. L., Inkpen, K. M., & Calvert, T. W. (2006). Using psychophysiological techniques to measure user experience with entertainment technologies. Behaviour & Information Technology, 25(2), 141-158.
Image from http://www.jingyif.com/dux/darpa-web-experience-for-kids/
This paper describes two experiments designed to test the efficacy of physiological measures as evaluators of user experience with entertainment technologies. The authors described two experiments that were designed to test the two main conjectures:
- Physiological measures can be used to measure a player’s experience with entertainment technology.
- Normalized physiological measures of experience with entertainment technology will correspond to subjective reports. Continue reading
Elizabeth A. Boyle, Thomas M. Connolly, Thomas Hainey, James M. Boyle, Engagement in digital entertainment games: A systematic review, Computers in Human Behavior, Volume 28, Issue 3, May 2012, Pages 771-780, ISSN 0747-5632, 10.1016/j.chb.2011.11.020.
Keywords: Engagement; Enjoyment; Entertainment; Computer games; Flow; Motives
The aim of this paper is to advance the understanding of the engagement in computer games by reporting a review of recent literature about this topic. At first, the paper reports how the authors had collected and classified the papers. Then, the authors mention their results of their work. In the result part, the authors again review their works in collecting, categorizing the referenced papers, and their research designs. After that, the authors systemically study the previous works in six contexts:
- Subjective feelings of enjoyment exprienced during playing games
- Physiological responses to playing games
- Motives and reasons for playing games
- Games usage
- Game market and player loyalty
- Impact of game-playing on life satisfaction
The methodology that authors used is very interesting. They carried out a literature search to develop a searchable database of papers since 1961 to 2011 revelant to the impacts and outcomes of computer games. For this Continue reading
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Elizabeth Boyle, Thomas M. Connolly, Thomas Hainey, The role of psychology in understanding the impact of computer games, Entertainment Computing, Volume 2, Issue 2, 2011, Pages 69-74, ISSN 1875-9521, 10.1016/j.entcom.2010.12.002.
Keywords: Computer games; Psychology; Engagement; Serious games; Learning
This paper reviews the role of psychology in understanding the impact of computer games. Authors study the role of theory constructs and research concepts in psychology in understanding the positive and negative impacts of computer games, attraction of games and the potential of serious games in learning, skill acquisitions and training. At first the paper reviews the impacts of computer games and how psychology theories have been used to explain the impacts, and then discuss about serious games and how psychology theories and analyses are applied to make this type of games more successful and affective to achieve to their goals.