Working with the Chinese games industry

Working with the Chinese games industry Working with the chinese games industry can be tricky for people of foreign origin. We have established good relationships with a series of external stakeholders who have helped us understand and educated in the current market conditions. Our publications involve networking in China and an overview of the Chinese [...]

Reading the mind: Detecting players’ emotions with a regular camera

Reading the mind: Detecting players' emotions with a regular camera To measure a player’s emotional state or behavior during play sessions is a difficult process and the most common methods used to obtain data for emotion estimation in the fields of human-computer interaction and games research are questionnaires and physiological measurements. Both approaches interfere [...]

Working with Serious Games

Working with Serious Games This executive summary is based upon our forthcoming book on how to develop serious games and gamified solutions. The theories, practices, and examples explained in this summary constitutes only a small portion of the actual content found in the book. As a result of this, the summary only explains the selected [...]

Changes in heart rate and facial actions during a gaming session

Changes in heart rate and facial actions during a gaming session with provoked boredom and stress  Abstract This paper presents an experiment aimed at exploring the relation between facial actions (FA), heart rate (HR) and emotional states, particularly stress and boredom, during the interaction with games. Subjects played three custom-made games with a linear [...]

Game Scope 2016: Applied Gamification in Self-guided Exhibitions

Applied Gamification in Self-guided Exhibitions Published in "Proceedings from the 1st GameScope Conference". This paper contributes to the current understanding of applied digital gamification by providing insights from two design cases from the Danish aqua zoo, the North Sea Oceanarium, concerned with self-facilitated exhibitions. The cases were first presented in 2016 at the Game [...]

Game localization – a brief overview from the University of Skövde

Game localization - an overview "The market of today’s game industry is definitely on a global scale. Games can be bought, downloaded and played regardless of where the players are located or where the games were developed. The overall idea of game localization is to make the game feel more familiar or local for the [...]

Being Local in a Global Industry

Being Local in a Global Industry The main goal of Marcus Toftedahl's research proposal is to "study how small game development studios, or "indie game developers", are handling the global nature of the game industry of today". Read the proposal below or click here to download the PDF.

Gaming for a purpose

Gaming for a purpose A brief introduction to gamification. Read the introduction below or click here to download the PDF.

Swedish Game Education: 2001-2016

Swedish Game Education: 2001-2016 An overview of the past and present of Swedish, academic, game-related educations. Read the report below or click here to download it.