University of Waterloo
Games Institute
We have all heard the phrase 'publish or perish' but what does perishing actually look like? Are you publishing and still perishing? In this article, Vossen probes into the complexity of academic publishing from her perspective as both a... more
Many millennial Animal Crossing players will experience the joy of paying off their beautiful three-floor in-game home only to have that joy cut short by the crushing realization that they may never experience homeownership in real life.... more
- by Emma Vossen
This dissertation uses intersectional feminist theory and Autoethnography to develop the concept of "cultural inaccessibility". Cultural inaccessibility is a concept I've created to describe the ways that women are made to feel unwelcome... more
The cultural ubiquity of The Lord of the Rings has shaped our contemporary assumptions about what the fantasy genre looks like, and these assumptions have in turn determined to a great extent what video games look like both historically... more
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal... more
Player immersion is the holy grail of computer game designers particularly in environments such as those found in first-person shooters. However, little is understood about the processes of immersion and much is assumed. This is certainly... more
This paper presents a brief review of current playability and game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game... more
This thesis focuses on game development and educational benefits gained from teaching games to university students. First, it sketches the complex pipeline of tasks inherent in game development with focus on used tools. Classifying the... more
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.... more
As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop a better understanding of the... more
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at... more
There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this... more
In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released “brain-training” games target this population, and research investigating gameplay experience of the... more
Psychophysiological methods provide covert and reliable measurements of affective user experience (UX). The nature of affective UX in interactive entertainment, such as digital games, is currently not well understood. With the dawn of new... more
All games are cognitive learning environments. A cognitive approach to understanding games and gameplay emphasises the analysis and understanding of these learning functions and how game design features facilitate them. The experience of... more
Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of... more