DESIGN BIOMETRICO PER CASUAL GAMES: tra macchine della verita' e bestie di carta

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NHTV Breda University of Applied Science (the Netherlands) assisted the Italian development team Double Jungle in obtaining a detailed insight into their original action-puzzle iPad videogame ‘Gua-Le-Ni; or, The Horrendous Parade’ (http://www.gua-le-ni.com). Specifically, the experiments that were run on the game focused on the use of biometric (or psychophysiological) sensors in order to gain deep and objective insights into how the bodies of the target audience reacted to the game. Similar methodologies were never applied to the development of a casual game.

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www.gua-le-ni.com

• M.S. Architecture / M.A. Fine Arts

• Ph.D. Candidate in Philosophy

• Lecturer in Game Design and Game Studies at:

STEFANO GUALENI

DAVID HUME (1711-1776)

“All the creative power of the mind is confined within

the limits of sensory experience.”

David Hume, Enquiry Concerning Human

Understanding (1748)

Videogames could be used as philosophical tools.

As such, they could overcome some of the effects and the limitations that the written text as a medium

had on the development of thought.

[…] biometric experiments were run on the game in order to gain deep and objective insights into

how the bodies of the target audience reacted to gameplay.

The fundamental belief at the base of biometrics is that

internal states of an individual (stress, emotional involvement, immersion, etc.) have physical

and behavioural ways of expressing themselves.

Can biometrics SUPPORT THE

developent of casual VIDEOgames?

• EXPENSIVE

• OBJECTIVE

• CAN WORK WITH

TRADITIONAL QA

• OFFERS DEEP

INSIGHTS

• CONTINUOUS

• A LOT OF NOISE

• NO EXISTING

LITERATURE

• DATA ANALYSIS

IS LONG

What is the optimal walking speed of the beast for the first impact with gameplay?

FIRST TESTS

COMPARATIVE EXPERIMENTS:INITIAL SPEED 24 sec.INITIAL SPEED 30 sec. GEQ QUESTIONNAIRE

FIRST TESTSRESULTS:The 30 sec. version was more satisfactory, but still too fast. Spikes were detected during gameover.

EFFECT:Speed set at 34 sec. + the need to understand those spikes.

Validate the new initial speed (34 sec.).

SECOND TESTS

Is the acceleration of the beasts aligning to the developers’ vision (noob: 3-5 mins, pro: max 20 mins)?

Are gameover spikes problematic?

subject pp35

interval

Ski

n C

on

du

ctiv

ity

3.4

3.6

3.8

4.0

4.2

10 20 30 40 50

dots

round

inter

slow

fast

SKIN CONDU-CTIVITY

(2nd TEST)

subject pp35

interval

ZM

, su

m o

f act

ivity

500000

1000000

1500000

2000000

10 20 30 40 50

dots

round

inter

slow

fast

ZYGOMATIC MAJOR

(2nd TEST)

SECOND TESTSRESULTS:The 34 sec. version was acceptable, but testers still felt too challenged. Acceleration fits the expectations.

EFFECT:Speed finally set at 36 sec. The acceleration curve was smoothed.