Posts Tagged ‘Seminar’

European Conference Tour

Wednesday, August 4th, 2010

Graham McAllister will be continuing to spread the good word amongst the gaming and usability worlds in two upcoming seminars.

Firstly on 24-27th of August, Graham will be heading to the ‘Measuring Behaviour’ conference in Eindhoven, Netherlands. A couple of weeks later on September 9-10, resident Vertical Slicer Pejman Mirza-Babaei will be joining Graham to discuss his paper “Using Biometrics to better understand the players’ gameplay experience” at the ‘Future Game On’ conference in the romantic capital of Europe, Paris. Let’s hope they have a nice time.

Here is what you can expect from the talk:

“This paper introduces and explores a method that enables game user researchers to
identify those events in a game with higher impact on players’ feeling. This method using
physiological measures in conjunction with other user research methods (e.g. post-session
interview), can identify key gameplay moments that may go unnoticed if using traditional
methods only.”

Develop Conference 2010

Monday, July 5th, 2010

Returning to the seaside for another year of game-related talks and conferencing, Vertical Slice will be presenting a talk on the use of biometrics with regard to video games and user experience.

Titled Using Biometrics to Improve Player Experience, the talk will be an hour of fun and fascination and is scheduled for Thursday the 15th of July.

Here is what you can expect to hear about:

Biometrics objectively measures a player’s emotional response to your game, such as fear, excitement and boredom. By using biomedical sensors to capture events directly from the player’s body, insights can be revealed into how gameplay affects the player in the following ways: Excitation, Brain Waves, Muscular Tension, Heart Rate, Behavioural Analysis. Alongside the standard development and playtesting procedures, these techniques can be used to ensure that the design of the game and its desired effects are aligned with the actual experience the player is having. Video footage of biometric playtest sessions are shown, indicating exactly how games like Call of Duty: Modern Warfare 2 affect the player’s biometric responses in real-time, with simultaneous broadcasting of the game, the player and the biometric data. Key events are highlighted that have the most significant impact on the player’s experience, objectively showing which specific parts of the game are most evocative for the player, both negatively and positively.

Tampere Games Research Methods Seminar

Monday, April 5th, 2010

Our very own Pejman Mirza-Babei is to lend his infinite expertise to the Games Research Seminar next week when he presents his paper at the conference, which is to be held in Tampere, Finland on 8-9 April.

Pejman has been working with Graham McAllister on “Using physiological measures in conjunction with other usability approaches for better understanding of the player’s gameplay experiences” which tracks the biometric responses between players of the games Haze and Call of Duty: Modern Warfare 2.

Here is the abstract of the paper/talk: “In this study we capture player’s physiological measures during a gameplay session, to indicate micro-events that have caused changes in their body signals. At the post-gameplay interviews we ask participants to comment and describe their feelings on the selected events. The aim of this study is not to over-interpret physiological measures, but on using blips in measures to help identify key points in a game, which we then use to investigate further with the participant.This approach provides a method that can identify not only the negative user experience and usability issues but also the events which have a positive impact on player’s experience.”

http://gamesmethods.wordpress.com/