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FUGA: Measuring gaming enjoyment
FUGA
FUGA- Fun and Games - focuses on measuring the experience of media enjoyment from computer games and developing emotionally adaptive gaming prototypes. Mobile psychophysiology and fMRI methods are used in the project.

FUGA – The Fun of Gaming – focuses on measuring the experience of media enjoyment from computer games and developing emotionally adaptive gaming prototypes. The main objective of FUGA is to create novel methods and improve existing measures in order to examine how the different dimensions of computer game experience can be assessed comprehensively with a high temporal resolution.

FUGA will employ a variety of innovative techniques based on i) laboratory and mobile psychophysiological recording (i.e. facial EMG, EEG, ECG, EDA, and respiration), ii) functional magnetic resonance imaging (fMRI), iii) eye movement recordings, iv) the so-called (online) implicit association test and v) 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.

The innovative measurement approach provided by FUGA can be applied when designing new digital games for different purposes (e.g. entertainment, education, therapy). In addition to its scientific impact, FUGA would be expected to contribute to the rise of the European computer games industry.

from 2006-01-01 to 2009-11-01
Niklas Ravaja, Timo Saari



Publications:

A.E. Voiskounsky, O.V. Mitina, A.A. Avetisova “Playing Online Games: Flow Experience”, PsychNology Journal, Volume 2, Number 3, pp 259 281, 2003 view

Saari, T., Ravaja, N., Laarni, J., Kallinen, K. and Turpeinen, M. “Towards emotionally adapted Games. ”, Proceedings of Presence 2004. 13.-15.10. 2004, Valencia, Spain., 2004 view

Saari, T., Ravaja, N., Turpeinen, M. and Kallinen, K. “Emotional Regulation System for Emotionally Adapted Games.”, Proceedings of FuturePlay 2005 conference, 13.-15.10. 2005 Michigan State University, USA., 2005 view

Laarni, J., Ravaja, N. and Saari, T. “Presence experience in mobile gaming ”, Proceedings of Digra gaming conference, 16.- 20.6. 2005 Vancouver, Canada., 2005 view

Salminen, M., & Ravaja, N. “Oscillatory brain responses evoked by video game events: The case of Super Monkey Ball 2”, CyberPsychology & Behavior, in press view



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