2013
DOI: 10.1177/1046878113513936
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Experience Assessment and Design in the Analysis of Gameplay

Abstract: We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures … Show more

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Cited by 22 publications
(12 citation statements)
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“…A significant effect of sound was observed in questionnaire results related to tension and flow and these results correlate with EMG/EDA activity. The EDA, EMG, and ECG data were used to classify two different gaming events with 80% accuracy shows that the psychophysiological signal has the capability to differentiate between different user experience [100].…”
Section: Game Systemsmentioning
confidence: 99%
“…A significant effect of sound was observed in questionnaire results related to tension and flow and these results correlate with EMG/EDA activity. The EDA, EMG, and ECG data were used to classify two different gaming events with 80% accuracy shows that the psychophysiological signal has the capability to differentiate between different user experience [100].…”
Section: Game Systemsmentioning
confidence: 99%
“…In addition, digital assessments have the potential to be designed to be adaptive and dynamic, thereby reducing practice effects [18]. For example, a digital assessment could be designed in the form of a series of game-like tasks that offers different levels and can take different skills and ability levels into consideration [19, 20, 21, 22, 23]. These advantages may enable digital assessments to be used as a tool to measure cognitive state over long periods of time in more natural environments.…”
Section: Introductionmentioning
confidence: 99%
“…Behavlets in that work described patterns of real-world energy-use behaviour that could be leveraged by simulation game designers, elaborated further in Cowley (2014). Finally, the third line arose from Cowley et al (2014), in which game design patterns were related to machine-learned clusters of game events. Cowley et al (2014) showed how disparate methods could be integrated, but itself lacked a means to describe the player's actions in psychological terms, showing the need for the current work.…”
Section: Introductionmentioning
confidence: 97%
“…Finally, the third line arose from Cowley et al (2014), in which game design patterns were related to machine-learned clusters of game events. Cowley et al (2014) showed how disparate methods could be integrated, but itself lacked a means to describe the player's actions in psychological terms, showing the need for the current work. The main contribution of this paper is to define comprehensively the Behavlet process for player modelling.…”
Section: Introductionmentioning
confidence: 99%