Affect

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:

In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user's affective state, should be modeled in order to provide appropriate feedback and a context where brain activity information is one of the multi-modal interaction modalities that is provided to the user.

New entry in Digiplay games research bibliography:

Game studies methodologies which focus on the visual, narrative, and semiotic content of digital games overlook the way that embodied perception and physiological response contribute to the meaningfulness of games. Gameplay also needs to be understood in terms of affective response: the embodied, multisensory perception of the game environment. Distinguishing between affect and emotion, this paper frames the former in terms of the unquantifiable bodily dimensions of gameplay – the ‘feel’ of a game. It argues that affective response incorporates physiological and temporal dimensions that lie outside the domain of linear time and conscious choice, using examples of games like Rez that link positive player experience to bodily awareness and uncontrollable biological responses. It then proposes some ways that a theory of affect can further our understanding of what digital games are and why people play them.

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