New entry in the Digiplay Games Research Bibliography:

Nacke, Lennart; Lindley, Craig A. (2008)
Future Play '08: Proceedings of the 2008 Conference on Future Play

Image of booksResearching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions. Read more...

cover of Racing the Beam: The Atari Video Computer System (Platform Studies Series)author: N Montfort
ASIN or ISBN-10: 026201257X
binding: Hardcover
list price: £14.95 GBP
amazon price: £15.58 GBP


New entry in the Digiplay Games Research Bibliography:

Montfort, Nick; Bogost, Ian (2009)

Image of booksThe Atari Video Computer System dominated the home video game market so completely that 'Atari' became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms - the systems underlying computing. This book (the first in the series of "Platform Studies") does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS - often considered merely a retro fetish object - is an essential part of the history of video games. Read more...

cover of The Video Game Theory Reader 2ASIN or ISBN-10: 0415962838
binding: Paperback
list price: £27.99 GBP
amazon price: £27.28 GBP


New entry in the Digiplay Games Research Bibliography:

Juul, Jesper (2009)
The Video Game Theory Reader 2

Image of booksIt is quite simple: When you play a game, you want to win. Winning makes you happy, losing makes you unhappy. If this seems self-evident, there is nonetheless a contradictory viewpoint, according to which games should be “neither too easy nor too hard”, implying that players also want not to win, at least part of the time. This is a contradiction I will try resolve in what follows ... Read more...

New entry in the Digiplay Games Research Bibliography:

Tyler, Tom (2008)
Game Studies

Image of booksThe brigand Procrustes dispatched his victims by stretching or trimming their bodies in order that they be made to fit his bed. Considered as a scientific theory, McLuhan's four "laws of media" risk violating communications research in a dangerously Procrustean manner. Conceived as an exploratory probe, however, this "tetrad" can provide illuminating insights into the social and psychological effects of individual technologies. Applied to digital games, the tetrad reveals the particular ways in which this distinctive cultural form enhances diverse modes of play, obsolesces traditional television viewing, retrieves lost means of participation, and reverses into pervasive and persistent play. The tetrad helps, in short, to situate digital gameplay within the broader technological and cultural environment of which it is a part. Read more...

New entry in the Digiplay Games Research Bibliography:

Sisler, Vit; Brom, Cyril; Slavik, Radovan (2008)
12th International MindTrek Conference: Entertainment and Media in the Ubiquitous Era

Image of booksThis paper introduces the concept of an augmented learning environment into the field of game-based learning. An augmented learning environment (ALE) combines principles of on-line multi-player computer games with social, role-playing games in order to facilitate the development of key skills and transfer of knowledge. Fundamental features of ALE are discussed through the educational game paradigm, Europe 2045, which has been developed and successfully implemented in a number of secondary schools in the Czech Republic during 2008. On a more general level this paper aims to establish a theoretical and case-study-based methodological framework for game researchers and designers, involved in similar future projects, which capitalizes on the notion of ALE. Read more...

New entry in the Digiplay Games Research Bibliography:

Tolino, Aldo (2008)
Art and Knowledge-Transfer

Image of booksGaming 2.0 – Computer Games and Cultural Production Participation Analysis of Computer Gamers in a convergent Media Culture and taxonomy of ludic artefacts This text thesis aims to examine media products which are produced by computer game players. Players approach these games in a non-trivial way and are part of cooperative and intensive communication project-communities. Within these communities they generate ludic artefacts in form of videos, images and real objects, produced out of games and by playing. Beginning with a very general discussion of the term game, the thesis continues with examining concepts of the computer game, web participation and convergent media culture. Additionally, a series of case studies is collected and described. The examinations lead to a taxonomy of ludic artefacts, which is divided into six main groups. Each of them contains further six subcategories, which explain the motivations for the production of such pieces of art, as well as different ways of using the medium computer game. The proposal of this taxonomy of ludic artefacts aims to support the understanding of gamers who produce media artefacts, which transport and communicate the mental state and emotions of the gaming community. Convergent media culture, which incorporates participation of users and collective intelligence, enables a very special way of creativity. Thereby, the gamer is transformed into a prosumer and team player, who is able to articulate and express himself as an individual through these artefacts, travelling between the fields of popular culture and art. Therefore, the social type of the gamer is a co-creative representative of an avantgardistic gaming-, creation-, and networking-community, which uses the computer game as a platform and a creative programme. Read more...

New entry in the Digiplay Games Research Bibliography:

Nacke, Lennart; Lindley, Craig A; Stellmach, Sophie (2008)
Second International Conference on Fun and Games 2008

Image of booksModern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies. Read more...

New entry in the Digiplay Games Research Bibliography:

Nacke, Lennart; Lindley, Craig A (2008)
IADIS International Conference Gaming 2008: Design for engaging experience and social interaction

Image of booksDesigning 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. Read more...

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