FUGA PUBLICATIONS

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  Scientific publications
     
  This list is out of date! see List of Publications (doc) for the current list!
   
  Journal articles
Ravaja, N. (in press). The psychophysiology of digital gaming: The effect of a non co-located opponent. Media Psychology.
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.
Salminen, M., & Ravaja, N. (2008). Increased oscillatory theta activation evoked by violent digital game events. Neuroscience Letters, 435, 69-75.
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
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.
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.
Ravaja, N. (n.d.). The Psychophysiology of Digital Gaming: The Effect Non Co-Located Opponent. Manuscript submitted for publication.
 
  Other scientific publications
  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.
  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.
  Stellmach, S. (2009). Visual Analysis of Gaze Data in Virtual Environments. Otto-von-Guericke-University Magdeburg. Master’s Thesis
  Nacke, L. (2009). From Playability to a Hierarchical Game Usability Model. Conference on Future Play 2009 @ GDC Canada. Vancouver, BC, Canada.
  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.
  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.
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.
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.
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.
  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.
  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.
  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.
  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.
  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.
  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.
  Sasse, D. (2008) A Framework for Psychophysiological Data Acquisition in Digital Games. Otto-von-Guericke-University Magdeburg. Master’s Thesis. Download available at BTH.
  Stellmach, S. (2007) A psychophysiological logging system for a digital game modification. Otto-von-Guericke-University Magdeburg. Internship Report. Download available at BTH
  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.
  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].
  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.
  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.
  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.
  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.
  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.
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).
  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.
  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
  Coming in 2009-2011: FUGA theory book
     
  Oral presentations
  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.
  Nacke, L. (2009). Next Generation Testing: Biometric Analysis of Player Experience. Lecture in Track "Finalling". Available at GDC Canada.
  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.
  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.
  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.
  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.
  Lindley C. A. (2008). BTH Game and Media Arts Laboratory”, Blekinge Creativity and Technology Association, Karlshamn, 20 May.
  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.
  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.
  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.
  Lindley C. A. (2007). FUGA, the Fun of Gaming, an EU Research Project. First World Game Culture Conference, Daegu, Korea, 25-27 October.
  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.
  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. 
  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.
  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.
  Howalt, T. "Beatles? Is that an insect?", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Ravaja, N. "Fun of dying", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Mathiak, K. "No fun of dying", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Klimmt, C. "Games as Ideal-Self-simulators: Identity play and the fun of gaming", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Kuikkaniemi, K., Kosunen, I., & Laitinen, T. "Bio-feedback gaming", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Nacke, L. "Game design and player emotions", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Poels, K. & IJsselsteijn, W. "Development and validation of the Game Experience Questionnaire", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Selander, S. "Invest in fun", FUGA Workshop mini-symposium, Helsinki, Finland, 24.4.2008
  Holopainen, J. "Game design patterns", FUGA Workshop symposium, Eindhoven, Netherlands, 20.3.2007
  Howalt, T. "FUGA - IO Introduction", FUGA Workshop symposium, Eindhoven, Netherlands, 20.3.2007
  Ravaja N. "Physiological responses to violent game events: Does it matter whose character you kill?" FUGA Workshop symposium, Eindhoven, Netherlands, 20.3.2007
  Lindley C. A. "FUGA, the Fun of Gaming, an EU Research Project", Research Track, NordicGame2006, Malmö, Sweden, 19.-20.9. 2006
  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
     
  Other publications and downloads
  FUGA introductory poster at FP7 Launch Seminar (Espoo, Finland, 11.-12.1.2007)
  Press release (October 2006): Pioneering games research project launched
  Lehdistötiedote suomeksi
  FUGA Fact sheet (EU commission)