Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Physiological Measures of Presence in Virtual Environments
Physiological Measures of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Continuous archival and analysis of user data in virtual and immersive game environments
CARPE '05 Proceedings of the 2nd ACM workshop on Continuous archival and retrieval of personal experiences
Game development for experience through staying there
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Serious video game effectiveness
Proceedings of the international conference on Advances in computer entertainment technology
The 'interactive' of interactive storytelling: customizing the gaming experience
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
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This paper describes an approach towards automating the identification of design problems with three-dimensional mediated or gaming environments through the capture and query of user-player behavior represented as a data schema that we have termed "immersidata". Analysis of data from a study of an educational computer game that we are developing shows that this approach is an effective way to pinpoint potential usability or design problems occurring in unfolding situational and episodic events that can interrupt or break user experience. As well as informing redesign, a key advantage of this cost-effective approach is that it considerably reduces the time evaluators spend analyzing hours of videoed study material.