level design

New entry in Digiplay games research bibliography:

Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.

New entry in Digiplay games research bibliography:

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.

New entry in Digiplay games research bibliography:

As game developers strive to introduce a stronger sense of emotion into their games, new opportunities are presented to the level designer to imbue their virtual spaces with deeper symbols and meaning. Since the very beginning of film, the exploration of the concept of mise-en-scéne (literally “put in the scene”) has allowed filmmakers to convey sub-text to the viewer by the careful consideration of how each frame looks. A definition of mise-en-scéne is given; its connections to level design are explained and then illustrated by an analysis of Stanley Kubrick’s The Shining and Konami’s Silent Hill 4: The Room.

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