Creative and Entertainment Games - Academy of Digital Entertainment, Breda

About the lab

We research the content, creation, and culture of artistic and entertainment video games.

Our work ranges from practical game development to theoretical analysis, always focused on creating insights for the industry, education, and academia into the fast-paced medium of video games. We disseminate our work through games, workshops and training, consultation, webinars, public speaking at creative industry conferences, as well as publishing in a variety of media.

Featured projects (4)

To use animation and games to improve the educational transition of children from pre-school to early-years education.
A collection of projects and publications exploring themes of storytelling, game design (particularly interface design, UI/UX), and issues related to diversity (accessibility, representation of women and minorities).
Amelio is a team-based serious game designed for a highly immersive Mixed Reality Lab (the DAF-Technology Lab, Tilburg University). The purpose of the game is to evoke collaboration and team dynamics on an individual and group basis to generate new insights and self-reflection, and subsequently learning in the players (Target audience: TIAS Business School students) regarding leadership and collaboration. The game is staged in a space colony emergency situation and is loosely based on the concept of an escape room.

Featured research (3)

With hundreds of new games being released every week, designers rely on existing knowledge to design control schemes for their products. However, in the case of games with new game mechanics, designers struggle to implement new button schemes due to the lack of research on players’ adaptation to new and non-standard controls. In this study we investigated PC players habits when playing a game they have no knowledge of, and how they adapt to its non-standard control scheme. Data was collected by using a specifically designed game instead of relying on pre-existing ones, allowing us to design specific game mechanics to exploit users’ habits and monitor players’ behaviour in their home environments. Preliminary results seem to indicate that PC players do pay attention to control schemes and are able to quickly learn new ones, but they also prefer to make mistakes in favour of execution speed.
Curiosity is a fundamental trait of human nature, and as such, it has been studied and exploited in many aspects of game design. However, curiosity is not a static trigger that can just be activated, and game design needs to be carefully paired with the current state of the game flow to produce significant reactions. In this paper we present the preliminary results of an experiment aimed at understanding how different factors such as perceived narrative, unknown game mechanics, and non-standard controller mapping could influence the evolution of players’ behaviour throughout a game session. Data was gathered remotely through a puzzle game we developed and released for free on the internet, and no description on potential narrative was provided before gameplay. Players who downloaded the game did it on their free will and played the same way they would with any other game. Results show that initial curiosity towards both a static and dynamic environment is slowly overcome by the sense of challenge, and that interactions that were initially performed with focus lose accuracy as result of players’ attention shift towards the core game mechanics.
The term ‘immersion’ is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players. However, this word can refer to a range of different modes of engagement for players and standardisation would improve discussion of the topic. This paper suggests and explains four categories: • 'Systems immersion' can be used to describe when players are deeply engaged with the mechanics, challenges, and rules of a game, and is similar to a state of ‘flow’ • 'Spatial immersion' is the sense of a player being present in, or transported to, the virtual world, and is linked to the concept of embodiment • 'Empathic/social immersion' describes the connection that a player may develop towards the characters (AI or human) and the social context of a game • 'Narrative/sequential immersion' can be used to describe a player’s compulsion to see how a sequence of events continues, typically in a narrative, but this is related to any progression, such as exploring new spaces or evolving gameplay mechanics.

Lab head

Mata Haggis-Burridge
  • Academy of Digital Entertainment
About Mata Haggis-Burridge
  • Dr. Mata Haggis-Burridge (née Haggis) researches content, creation, and context of artistic and entertainment video games. They favour unconventional dissemination methods, such as (free or commercial) video games, webinars, and public speaking at creative industry conferences. Also: consultant game developer, expert for the European Commission's Creative Europe Media programme, video game committee member for the Writers' Guild of Great Britain, and member of the Society of Authors.

Members (1)

Tuki Clavero
  • Breda University of Applied Sciences
Thomas Buijtenweg
Thomas Buijtenweg
  • Not confirmed yet