Having survived day one of GDC Canada, filled with meeting great people and listening to excellent talks, the next day would even top my experience. First, of course, I went to see the keynote by Bioware founders Dr. Ray Muzyka and Dr. Greg Zeschuk about their quest to fully engage a player emotionally in the interactive narratives they create. Again, it was a very friendly atmosphere, almost like you were hanging out at a friend’s place for watching game trailers and having barbecue. The presenters were excellent, however, contentwise I yearned for more than just a recap of Bartle’s player types and cool clips of their milestone games, but was left unserved. Then, there was also this trailer, which was different and disturbing: Continue reading
After having the great chance to speak in Helsinki at our recent FUGA project meeting about Game Design and Player Emotions, where I talked about using psychophysiological measurements to validate game design elements for specific player emotions, I had the pleasure of being invited to Germany’s Quo Vadis Entwicklerkonferenz (game developers conference).
While last year, I could only interest a small number of people for the topic of our European Community FP6 NEST project: The Fun of Gaming: Measuring the Human Experience of Media Enjoyment. This year was different. I was surprised and very happy to see my talk jam-packed full with more than 80 interested people from the German games industry, research, and education.
However, unfortunately the press text people all somehow totally forgot to mention that my work is done within an EU project, which I clearly stated during my talk and especially at the end. Now, I would really like to emphasize this fact, since none of our groundbreaking work could be possible without the support of all our European partners! Also, the sites got the link to our research group wrong and directly link to bth.se, from which the Game and Media Arts Laboratory is quite hard to find.
Well, except for the minor glitches in detail and accuracy (for example we use EMG for measuring emotions, not GSR) in the text, I am pretty thankful for all the great feedback on talking at Quo Vadis and I am really excited about the fact that the game industry is looking towards academic research with interest and respect in Germany.
Guess that means we are on the right track. Stay tuned as I will be putting up the slides of my talk very soon. And to those of you that came to Quo Vadis. Thanks for your interest and contact! For all others out there that are interested in biofeedback gaming, and using eye tracker and psychophysiological methods to test gameplay features, feel free to drop me a line.