FUGA PUBLICATIONS
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Scientific publications |
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This list is out of date! see List of Publications (doc) for the current list! |
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Journal articles |
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Ravaja, N. (in press). The psychophysiology of digital gaming: The effect of a non co-located opponent.
Media Psychology. |
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Ravaja, N., Turpeinen, M., Saari, T., Puttonen, S., & Keltikangas-Järvinen, L. (2008).
The psychophysiology of James Bond: Phasic emotional responses to violent video game events. Emotion, 8, 114-120. |
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Salminen, M., & Ravaja, N. (2008). Increased oscillatory theta activation evoked
by violent digital game events. Neuroscience Letters, 435, 69-75. |
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Lindley C. A. and Sennersten C. (2007). Game Play Schemas: From Player Analysis to
Adaptive Game Mechanics. Accepted for the International Journal of Computer Game Technology, 1(1)
[online journal]. http://www.hindawi.com/journals/ijcgt/q4.2007.html |
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Salminen M. & Ravaja N. (2007) Oscillatory
brain responses evoked by video game events: The case of Super
Monkey Ball 2. CyberPsychology & Behavior, 10, 330-338. |
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Klimmt, C., Hefner, D. & Vorderer, P. (in press). The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception. Communication Theory.
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Ravaja, N. (n.d.). The Psychophysiology of Digital Gaming: The Effect Non Co-Located Opponent.
Manuscript submitted for publication. |
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Other scientific publications |
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Stellmach, S., Nacke, L., Dachselt, R., Lindley, C.A. (2009). Gaze Visualization Trends and Techniques. In The 5th Conference on Communication by Gaze Interaction – COGAIN 2009: Gaze Interaction For Those Who Want It Most, Copenhagen, Denmark, May 2009.
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Nacke, L., Stellmach, S., Sasse, D. and Lindley, C. A. (2009). Gameplay Experience in a Gaze Interaction Game. In The 5th Conference on Communication by Gaze Interaction – COGAIN 2009: Gaze Interaction For Those Who Want It Most, Copenhagen, Denmark, May 2009.
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Stellmach, S. (2009). Visual Analysis of Gaze Data in Virtual Environments. Otto-von-Guericke-University Magdeburg. Master’s Thesis
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Nacke, L. (2009). From Playability to a Hierarchical Game Usability Model. Conference on Future Play 2009 @ GDC Canada. Vancouver, BC, Canada.
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Lindley, C. A., Nacke L. and Sennersten C. C.
(2008). Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay. CGAMES 2008, Wolverhampton, UK, 3-5 November 2008.
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Grimshaw M., Lindley C. A. & Nacke L. (2008). Sound and Immersion in the First-Person Shooter: Objectively Measuring the Player's Sonic Experience. Audio Mostly, Piteå, Sweden, 22-23 October 2008.
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Ravaja, N. & Kivikangas, J. M. (2008). Psychophysiology of digital game playing: The relationship of
self-reported emotions with phasic physiological responses. In A.J. Spink, M.R. Ballintijn, N.D. Bogers, F. Grieco, L.W.S. Loijens,
L.P.J.J. Noldus, G. Smit, and P.H. Zimmerman (Eds.), Proceedings of Measuring Behavior 2008, Maastricht, The Netherland, August 26-29,
2008. |
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IJsselsteijn, W., van der Hoogen, W., Klimmt, C., de Kort, Y., Lindley, C., Mathiak, K. Poels, K., Ravaja, N.,
Turpeinen, M. & Vorderer, P.(2008). Measuring the experience of digital game enjoyment. In A.J. Spink, M.R. Ballintijn, N.D. Bogers, F. Grieco, L.W.S. Loijens,
L.P.J.J. Noldus, G. Smit, and P.H. Zimmerman (Eds.), Proceedings of Measuring Behavior 2008, Maastricht, The Netherland, August 26-29, 2008. |
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Kivikangas, J. M., Järvelä, S. & Ravaja, N. (2008). Psychophysiology of emotions in digital games.
In T. Vanhala & J. Anttonen (Eds.), Proceedings of EHTI'08: the first Finnish symposium on Emotions and Human-Technology
Interaction. Tampere, Finland: Tampereen Yliopistopaino Oy. |
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Ravaja, N. & Kivikangas, J. M. (in press). Designing
Game Research: Addressing Questions of Validity. In U. Ritterfeld,
M. Cody, & P. Vorderer (Eds.), Serious Games: Mechanisms and Effects
(pp. xx-xx). New York, NY: Routledge. |
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Nacke, L. and Lindley, C. (2008). Boredom, Immersion, Flow - a Pilot Study Investigating Player Experience. In Proceedings of the IADIS Gaming 2008: Design for Engaging Experience and Social Interaction (Amsterdam, The Netherlands, July 25-27). IADIS Press, 2008, 103-107.
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Nacke L. and Lindley C. A., (2008). Flow and Immersion in First-Person Shooters: Measuring the player’s gameplay experience. Future Play - The International Conference on the Future of Game Design and Technology, Toronto, Canada, November 3-5, 2008.
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Nacke, L., Lindley, C. and Stellmach, S. Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging. In Proceedings of the International conference on Fun and Games 2008 (Eindhoven, The Netherlands, October). Springer, 2008. |
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Sennersten C. and Lindley C. (2008). Evaluation of Real-time Eye Gaze Logging by a 3D Game Engine. 12th IMEKO TC1 & TC7 Joint Symposium on Man Science & Measurement, September, 3 – 5, 2008, Annecy, France. |
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Poels, K., de Kort, Y.A.W., & IJsselsteijn, W.A. (2008). How does it feel to play games?
Towards a comprehensive categorisation of digital game experience. Etmaal van de Communicatiewetenschap 2008
Proceedings [CD Rom], Amsterdam, the Netherlands, 7-8 February 2008. |
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Sasse, D. (2008) A Framework for Psychophysiological Data Acquisition in Digital Games.
Otto-von-Guericke-University Magdeburg. Master’s Thesis. Download available at
BTH. |
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Stellmach, S. (2007) A psychophysiological logging system for a digital
game modification. Otto-von-Guericke-University Magdeburg. Internship Report. Download available
at
BTH |
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Lindley C. A., Nacke N. and Sennersten C. (2007). What does it mean to understand gameplay? Ludic Engagement Designs for All (LEDA), 28-30 November 2007, Aalborg University Esbjerg, Denmark.
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IJsselsteijn, W.A., de Kort, Y.A.W., Poels, K., Jurgelionis, A., & Belotti,F. (2007).
Characterising and Measuring User Experiences, ACE 2007 International Conference on Advances in Computer
Entertainment Technology, Workshop 'Methods for Evaluating Games - How to measure Usability and User
Experience in Games', Salzburg, Austria [CD-rom]. |
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IJsselsteijn, W. A., Nap, H. H., de Kort, Y. A. W.,
& Poels, K. (2007). Digital Game Design for Elderly Users.
Proceedings of Futureplay 2007 (Toronto, Canada, 14-18 November 2007), pp. 17-22. |
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de Kort, Y. A. W., IJsselsteijn, W. A., & Gajadhar, B. J. (2007). People, Places, and Play: A research framework
for digital game experience in a socio-spatial context. DiGRA 2007 Proceedings "Situated Play"
(Tokyo, Japan, 24-28 September 2007), pp. 823-830. |
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de Kort, Y. A. W., IJsselsteijn, W. A., & Poels, K. (2007). Digital Games as Social Presence Technology:
Development of the Social Presence in Gaming Questionnaire (SPGQ). PRESENCE 2007 Proceedings (Barcelona, Spain, 25-27
October 2007), 195-203. |
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Poels, K., de Kort, Y.A.W., & IJsselsteijn, W. A.
(2007). "It is always a lot of fun!" Exploring
Dimensions of Digital Game Experience using Focus Group Methodology. Proceedings of Futureplay 2007
(Toronto, Canada, 14-18 November 2007), pp. 83-89. Download
available at
ACM Digital Library. |
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Hefner, D., Klimmt, C. & Vorderer, P. (2007). Identification with the player character as determinant of
video game enjoyment. In L. Ma, R. Nakatsu & M. Rauterberg (Eds.), International Conference on Entertainment Computing 2007
(Lecture Notes in Computer Science 4740, S. 39-48). Berlin: Springer. |
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Kallinen, K. , Salminen, M., Ravaja. N., Kedzior, R., & Sääksjärvi, M. (2007).
Presence and emotion in computer game players during 1st person vs. 3rd person playing view: Evidence from self-report,
eye-tracking, and facial muscle activity data. In L. Moreno (Ed.), Proceedings of the PRESENCE 2007 (pp.187-190). |
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Lindley C. A. and Sennersten C. (2006). A Cognitive Framework for the Analysis of Game Play: Tasks, Schemas and Attention Theory. Workshop on the Cognitive Science of Games and Game Play, The 28th Annual Conference of the Cognitive Science Society, July 26-29 2006, Vancouver, Canada.
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Mathiak, K., Weber, R., Swirszcz, T., Weis, S. &
Kircher, T.T. (2006) Brain activity during video games and
continuous speech: reduction of fMRI artefacts in social cognitive neuroscience.
in ESMRMB conference, Warsaw, 21.-23.09.2006 |
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Coming in 2009-2011: FUGA theory book |
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Oral presentations |
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Nacke, L., Ambinder, M., Canossa, A., Drachen, A., Mandryk, R., Pinelle, D., Stach, T. (2009). Future Play Panel: "Game Metrics and
Biometrics: The Future of Player Experience Research". Conference on Future Play 2009 @ GDC Canada. Vancouver, BC, Canada.
Available at GDC Canada.
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Nacke, L. (2009). Next Generation Testing: Biometric Analysis of Player Experience. Lecture in Track "Finalling".
Available at
GDC Canada.
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Lindley C. A. (2008). Keynote Address: "Dissecting Play: Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay", CGAMES08, Wolverhampton, UK, 3-5 November 2008.
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Lindley C. A. (2008). Invited Lecture: "Dissecting Play: Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay", Virtual and Interactive Simulations of Reality (VISOR) Research Group, Department of Computing, Macquarie University, Sydney, Australia, October 2008.
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Ravaja, N. & Kivikangas J. M. (2008).
Psychophysiology of digital game playing: Effects of opposition
versus collaboration in the laboratory and in real life. Paper
presented in the 58th annual conference of the International
Communication Association in Montreal, Canada, May 22-26, 2008. |
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Lindley C. A. (2008). Invited Lecture: "Dissecting Play: Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay", Creativity and Cognition Studios, University of Technology, Sydney, Australia, October 2008.
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Lindley C. A. (2008). BTH Game and Media Arts Laboratory”, Blekinge Creativity and Technology Association, Karlshamn, 20 May. |
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Nacke, L. (2008) Focus on your players - psychophysiological player
experience logging as a powerful tool for gameplay analysis. Quo Vadis Entwicklerkonferenz 2008. Available at
slideshare. |
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Nacke, L. (2008) Log Who’s Playing: Psychophysiological Game Analysis Made Easy Through Event Logging.
Presentation at the Fun and Games Conference 2008. TU Eindhoven, The Netherlands. Available at
slideshare. |
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Nacke, L. (2007) CISGS and the FUGA project - The Fun of Gaming:
Measuring the Human Experience of Media Enjoyment. Quo Vadis Entwicklerkonferenz 2007. Available at
slideshare. |
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Lindley C. A. (2007). FUGA, the Fun of Gaming, an EU Research Project. First World Game Culture Conference, Daegu, Korea, 25-27 October. |
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Klimmt, C., Hefner, D. & Vorderer, P. (2007).
"Identification with media characters as temporary alteration of
media users' self-concept", presentation held at the 57. Annual
Conference of the International Communication Association (ICA, Mass
Communication Division), May 24th - 28th, San Francisco. |
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IJsselsteijn, W. A., de Kort, Y. A. W., Poels, K., Jurgelionis, A., & Bellotti, F. (2007).
"Methods for Evaluating Games
- How to measure Usability and User Experience in Games", ACM ACE
2007, Characterizing and Measuring User Experiences in Digital Games
Workshop. |
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Ravaja, N. (2007). "Psychophysiology of digital game playing: Effects of opponent and player personality,"
workshop presentation held at the 57. Annual Conference of the International Communication Association (ICA), May 24th - 28th, San Francisco.
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Ravaja, N. (2007). "Generalizability and validity in video game research: Response to Shapiro and Peña",
Presentation held at the Annenberg Workshop on Games for Learning, Development & Change, May 21st – 22nd, Los Angeles.
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Howalt, T. "Beatles? Is that an insect?", FUGA Workshop
mini-symposium, Helsinki, Finland, 24.4.2008 |
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Ravaja, N. "Fun of dying", FUGA Workshop
mini-symposium, Helsinki, Finland, 24.4.2008 |
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Mathiak, K. "No fun of dying", FUGA
Workshop mini-symposium, Helsinki, Finland, 24.4.2008 |
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Klimmt, C. "Games as Ideal-Self-simulators: Identity play and the fun of gaming", FUGA
Workshop mini-symposium, Helsinki, Finland, 24.4.2008 |
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Kuikkaniemi, K., Kosunen, I., & Laitinen, T. "Bio-feedback gaming", FUGA
Workshop mini-symposium, Helsinki, Finland, 24.4.2008 |
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Nacke, L. "Game design and player emotions", FUGA
Workshop mini-symposium, Helsinki, Finland, 24.4.2008 |
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Poels, K. & IJsselsteijn, W. "Development and validation of the Game Experience Questionnaire", FUGA
Workshop mini-symposium, Helsinki, Finland, 24.4.2008 |
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Selander, S. "Invest in fun", FUGA
Workshop mini-symposium, Helsinki, Finland, 24.4.2008 |
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Holopainen, J. "Game design patterns", FUGA Workshop
symposium, Eindhoven, Netherlands, 20.3.2007 |
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Howalt, T. "FUGA - IO Introduction", FUGA Workshop
symposium, Eindhoven, Netherlands, 20.3.2007 |
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Ravaja N. "Physiological responses to violent game
events: Does it matter whose character you kill?" FUGA Workshop
symposium, Eindhoven, Netherlands, 20.3.2007 |
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Lindley C. A. "FUGA, the Fun of Gaming, an EU Research Project", Research Track, NordicGame2006, Malmö, Sweden, 19.-20.9.
2006 |
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Workshop proposal "Evaluating User Experiences in Games" has been accepted for ACM CHI 2008, Florence,
Italy, 5-10 April 2008. Organisers are: Regina Bernhaupt (University of Salzburg, ICT&S Center), Wijnand IJsselsteijn
(Eindhoven University of Technology), Florian "Floyd" Mueller (The University of Melbourne), Manfred Tscheligi (University of Salzburg,
ICT&S Center), Dennis Wixon (Microsoft). More information at:
Chi2008 |
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Other publications and downloads |
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FUGA introductory poster at FP7 Launch Seminar (Espoo, Finland, 11.-12.1.2007) |
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Press release (October 2006): Pioneering games
research project launched |
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Lehdistötiedote suomeksi |
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FUGA Fact sheet (EU commission) |
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