Digital games as experiment stimulus


Järvelä Simo Ekman Inger Kivikangas J. Matias Ravaja Niklas
2012 DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference

Digital games offer rich media content and engaging action, accessible individually or in groups collaborating or competing against each other. This makes them promising for use as stimulus in research settings. This paper examines the advantages and challenges of using games in experimental research with particular focus on strict stimulus control through the following four areas: (1) matching and regulating task type, (2) data segmentation and event coding, (3) compatibility between participants and (4) planning and conducting data collection. This contribution provides a breakdown of the steps necessary for using a digital game in experimental studies, along with a checklist for researchers illustrating variables that potentially affect the reliability and validity of experiments. We also offer a practical study example. Ideally, the identification of the methodological and practical considerations of employing games in empirical research will also provide useful in interpreting and evaluating experimental work utilizing games as stimulus.

 

Review on psychophysiological methods in game research


Ekman Inger Chanel Guillaume Järvelä Simo Cowley Ben Salminen Mikko Henttonen Pentti Ravaja Niklas
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players

This paper reviews the psychophysiological method in game research. The use of psychophysiological measurements provides an objective, continuous, real-time, non-invasive, precise, and sensitive way to assess the game experience, but for best results it requires carefully controlled experiments, large participant samples and specialized equipment. We briefly explain the theory behind the method and present the most useful measures. We review previous studies that have used psychophysiological measures in game research, and provide future directions.

 

Characters in Computer Games: Toward Understanding Interpretation and Design


Lankoski Petri Heliö Satu Ekman Inger
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

Interpretation of characters is a fundamental feature of human behavior. Even with limited information available, people will assign personality – even to inanimate objects. Characters in computer games will be attributed personality based on their appearance and behavior. The interpretation of these characters affects the whole game experience. Designing the protagonist character in computer games is different from the design of static characters (e.g. film or literature), because the player’s actions will affect the nature of the character. There are, however, many ways to control and guide the actions of the protagonist and thus the character’s nature. By setting goals, scripting pre-defined actions and choosing what kind of actions to implement, the game designer can restrict the player’s freedom. This, together with the characterization of the character, will affect the interpretation of the character.

 

Designing Sound for a Pervasive Mobile Game


Ekman Inger Lahti Jussi Nummela Jani Lankoski Petri Mäyrä Frans
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

We examine the role of sound design in designing pervasive mobile games. As a case study, we examine the sound design process and solutions of a working prototype game called The Songs of North. The goal has been a design that allows sounds to be used as a primary information channel facilitating the use of physical movement as a main game mechanics. We discuss insights from the sound design process and also generally consider the role of sound in producing immersive gaming experiences.