Petri Lankoski and Jussi Holopainen In: Lankoski, P. and Holopainen, J., eds., 2017. Game design research. An introduction to theory & practice. ETC Press, pp.1-24. Available at http://press.etc.cmu.edu/index.php/product/game-design-research/ (Printed book, e-pub, or free PDF) Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0) Game design aims to solve a design problem of “how do we create this specificContinue reading “Game design research: An overview”
Something Jussi Holopainen and I have been working on: Lankoski, P. and Holopainen, J. forthcoming. Game design research: An Introduction to Theory & practice. ETC Press. EDIT: the book is out. More in the post Game design research: An overview. Table of contents of the book: Game design research: An overview / Petri Lankoski andContinue reading “Forthcoming – Game design research: Theory & practice”
You can follow our new research group at the blog on http://www.blogg.sh.se/game_research/. Research group currently consists of Mikolaj Dymek Kai-Mikael Jää-Aro Petri Lankoski Mirjam Palosaari Eladhari
I reread Brühlmann and Schmid’s (2015) article where they evaluate PENS scale and noticed that they found issues with the reversed worded (E1) and argued that the scale quality benefit removing or rephrasing the item. I used all presence scale items in my embodiment analysis published in MindTrek.
Here are some more (explorative) analyses from the embodiment data used the Embodiment in character-based video games. I collected also workload data using raw Nasa TLX when gathering data for EFA and CFA, but then I did not use workload data in analyses. My assumption was that workload would correlate with the embodiment, but did not lookContinue reading “Some more embodiment analyses”
Petri Lankoski This is author’s version of the paper. The authoritative version is available via ACM.DOI: http://dx.doi.org/10.1145/2994310.2994320. The paper is presented at AcademicMindtrek’16, October 17-18, 2016, Tampere, Finland (c) 2016 ACM. ISBN978-1-4503-4367-1/16/10… and published in the conference proceedings. Abstract Embodiment is used to denote the sense that something is a part of one’s body. TheContinue reading “Embodiment in character-based video games”
This is a note for me. Confidence intervals: “Are the observed data x reasonable given the hypothesised values of θ?” == P(θ| x) vs Credible intervals: “What values of θ are reasonable given the observed data x?” == P(x| θ) Those are related as “P(θ| x) = P(θ)P(x| θ)” Credible intervals are part of Bayesian approach. http://stats.stackexchange.com/questions/2272/whats-the-difference-between-a-confidence-interval-and-a-credible-interval
During last year, I have been developing a way to evaluate embodiment experience in videogames. I will present the scale development study in the Academic Mindtrek ’16 (Tampere, Oct 17th to 19th, 2016).
It is time to create a start menu for the game. For that, we need a scene. After creating the scene, rename the scene file to “start_screen” or something like that. (Scroll down for the links to previous parts of this tutorial.) Add the scene to the build settings (File->Build Settings…) Make sure that start_screen sceneContinue reading “Tutorial: 1st-person sneak in Unity 5, part 8”