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STEFANO GUALENI M.S. Architecture / M.A. Fine Arts PhD Candidate in Philosophy Lecturer of Game Design and Game Studies at

A Tale Of Lie Detectors And Paper Beasts - STEFANO GUALENI: NGDC 2012

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A Tale Of Lie Detectors And Paper Beasts - STEFANO GUALENI: NGDC 2012

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Page 1: A Tale Of Lie Detectors And Paper Beasts - STEFANO GUALENI: NGDC 2012

STEFANO GUALENI• M.S. Architecture / M.A. Fine Arts

• PhD Candidate in Philosophy

• Lecturer of Game Design and Game Studies at

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DAVID HUME (1711-1776)

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“All the creative power of the mind is confined within

the limits of sensory experience.”

David Hume, Enquiry Concerning Human

Understanding (1748)

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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.

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SUBJECTIVE IDEALISM

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is it possible to critique videogames by

adopting their own forms, mechanics and

languages?

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Games on GamesGoG is our challenge to indie

developers, students, researchers, amateurish coders with the aim to demonstrate that it is possible to

change the way we discuss games and the related themes moving

away from “words”.

The call is open with no hard deadline, no limitation on themes, gameplay, graphics, format, tools.

http://www.gamejournal.it/games-on-games

[email protected]

Details on:

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[…] 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.

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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.

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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

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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

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

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

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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?

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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)

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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)

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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.

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