FUGA INTRODUCTION
Digital (e.g., computer and console) games have emerged as one of the
most popular forms of mass mediated entertainment in many countries
among a range of people. In addition to entertainment, digital games
are more and more used for therapeutic, educational, and work-related
purposes. However, there are no established methods to measure dynamically
changing gaming experience. Being able to measure Game Experience during
game play with high temporal resolution will be very important from
the perspective of game designers, media psychologists, and those who
are concerned with the potential adverse effects of games.
The objectives of FUGA
The main objective of FUGA is to create novel methods and improve existing
measures in order to examine how the different dimensions of Game Experience
can be assessed comprehensively with high temporal resolution. FUGA
will employ a broad variety of innovative techniques based on (a) laboratory
and mobile psychophysiological recordings (i.e., facial electromyography
[EMG], electroencephalography [EEG], electrocardiography [ECG], electrodermal
activity [EDA], and respiration), (b) functional magnetic resonance
imaging (fMRI), (c) eye movement recordings, (d) the so-called (online)
implicit association test, and (e) tracking of behavioral indicators
of emotion and motivation. An important objective of FUGA is to establish
the construct validity, reliability, and predictive validity of the
different Game Experience measures. A further objective is to develop
a prototype of an emotionally adaptive game that dynamically changes
its behavior based on the player's emotional state as indexed by psychophysiological
measures.
![](../images/Varioset.jpg)
A mobile physiological data acquisition system (Varioport-B) used by
CKIR to study psychophysiological responses during mobile gaming.
Description of work
In the FUGA project, the very first step is a conceptual clarification
and dimensional modeling of Game Experiences, as well as the development
of a theoretical framework describing the relationships between the
relevant Game Experience dimensions and their potential measures. In
the first set of empirical studies, the Game Experience measures will
be construct validated against think-aloud and self-report methods as
well as against each other (e.g., convergent and discriminant relations
between the different psychophysiological measures will be examined).
Given that mobile games are played in different contexts, construct
validation will be performed in both the laboratory and different real-life
contexts (e.g., tram-stop, cafeteria) when using mobile psychophysiological
recordings. New ways to extract relevant parameters from the data will
be examined and developed, and alternative data analytic techniques
will be compared.
In addition to construct validation, both within-session and test-retest
reliability of the different measures will be established. To explore
test-retest reliability, a new set of studies will be carried out after
a 6-month period, in which the same players and games will be involved
as in the construct validity studies. This gives information also on
changes in Game Experience over time. To explore the predictive validity
of Game Experience measures, a set of experimental studies will be carried
out in which (a) different dimensions of Game Experience are measured
while playing different games and (b) players are allowed to freely
play these games for a 3-month period while their gaming behavior is
recorded. This will enable the examination of the relationships between
the measures of Game Experience and gaming behavior in the long run.
These studies will also investigate the potential moderating role of
individual differences (e.g., gender, game preferences, playing skill,
personality) in the relationship between Game Experience and long-term
game playing behavior.
FUGA Impact
The construct validation of the Game Experience measures will significantly
advance the foundation of the methodology of game research. The innovative
measurement approach provided by FUGA can be applied when designing
new digital games for different purposes (e.g., entertainment, education,
therapy). Superior tools to measure game products' entertainment value
will support European game companies to design games that suit customer
requirements most precisely, which will be a unique advantage in the
extremely competitive digital game markets of the world. Thus, aside
of the scientific impact of cutting-edge methodological research, FUGA
is expected to contribute to the rise of the European game industry.
Project Summary
(from Annex 1)
Workpackage List
(from Annex 1)
Graphical
Presentation of Work Packages (from Annex 1)