Gamer user research
Measures for improving gaming experience
(Applied) experimental psychology
Studies on behaviour + attention + emotion eliciatation for good and evil
Games for education
Emphasizing conceptiual exploration
Games as philosophical tools
reflections about philosophical concepts
Explain how games have been serious for a long time
They have been instructional tools for a long time
What is psychology to gaming in research
Ecological validity
(Aspect of external validity)
Ability to generalize experimental results to different populations + situations + variables
Narrower concept → Whether experiment contains cues that preclude generalization from lab to real life
Johan Huizinga’s Magic Circle
Metaphorical boudary between game and out-of-game context
What is Natural sciences to gaming in research
What is Computer science to gaming in research
What is Philosophy to gaming in research
Forms of involving games
Involving computer games in research only seem to make sense if an entity capable of + open to play is involved
Explain the stimulus form of involving games
- No data without game artifact
Explain the broadcasting form of involving games
For (structured) learning
For familiarization
- Personal transformation
Explain the Motivator form of involving games
Explain the modelling form of involving games
Give motivations for involvement
Forms of measuring
Observations: Annotated or ethnographies
Game metrics: counts, timestamps, etc.
Biometrics: biometrics, heart-rate, GSR, expressions
Interviews: usually post-play, structured or semi-structured
Focus groups: insight into discourse and group dynamics
Questionnaires: individual (post-play) data
Diaries and auto-ethnographies: longitudinal; qualitative