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Cognitive Psychology Applied to User Experience in Video Games

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... Games, as is the case with other media, is a genre of entertainment that have long been concerned with ethics due to the potential for the medium to influence consumers [34,34,63,73]. There have been many discussions regarding ethics in game development, ranging from game content and exposing players to violence [43,66,76] to the role that games can play as vehicles to inspire reflection and thought [41,55,62,64]. ...
... Games, as is the case with other media, is a genre of entertainment that have long been concerned with ethics due to the potential for the medium to influence consumers [34,34,63,73]. There have been many discussions regarding ethics in game development, ranging from game content and exposing players to violence [43,66,76] to the role that games can play as vehicles to inspire reflection and thought [41,55,62,64]. ...
... In her GDC talk, Celia Hodent warned that there is a lack of understanding of how design decisions may be impacting users' purchasing habits. These "dark patterns", as she referred to them, include guilt tripping players into paying to make a character happy, or making it difficult to play for free [34]. ...
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In recent years, the games industry has made a major move towards data-driven development, using data analytics and player modeling to inform design decisions. Data-driven techniques are beneficial as they allow for the study of player behavior at scale, making them very applicable to modern digital game development. However, with this move towards data driven decision-making comes a number of ethical concerns. Previous work in player modeling as well as work in the fields of AI and machine learning have demonstrated several ways in which algorithmic decision-making can be flawed due to data or algorithmic bias or lack of data from specific groups. Further, black box algorithms create a trust problem due to lack of interpretability and transparency of the results or models developed based on the data, requiring blind faith in the results. In this position paper, we discuss several factors affecting the use of game data in the development cycle. In addition to issues raised by previous work, we also raise issues with algorithms marginalizing certain player groups and flaws in the resulting models due to their inability to reason about situational factors affecting players' decisions. Further, we outline some work that seeks to address these problems and identify some open problems concerning ethics and game data science.
... Games, as is the case with other media, is a genre of entertainment that have long been concerned with ethics due to the potential for the medium to influence consumers [34,34,63,73]. There have been many discussions regarding ethics in game development, ranging from game content and exposing players to violence [43,66,76] to the role that games can play as vehicles to inspire reflection and thought [41,55,62,64]. ...
... Games, as is the case with other media, is a genre of entertainment that have long been concerned with ethics due to the potential for the medium to influence consumers [34,34,63,73]. There have been many discussions regarding ethics in game development, ranging from game content and exposing players to violence [43,66,76] to the role that games can play as vehicles to inspire reflection and thought [41,55,62,64]. ...
... In her GDC talk, Celia Hodent warned that there is a lack of understanding of how design decisions may be impacting users' purchasing habits. These "dark patterns", as she referred to them, include guilt tripping players into paying to make a character happy, or making it difficult to play for free [34]. ...
Conference Paper
Full-text available
In recent years, the games industry has made a major move towards data-driven development, using data analytics and player modeling to inform design decisions. Data-driven techniques are beneficial as they allow for the study of player behavior at scale, making them very applicable to modern digital game development. However, with this move towards data driven decision-making comes a number of ethical concerns. Previous work in player modeling [45] as well as work in the fields of AI and machine learning [9, 53] have demonstrated several ways in which algorithmic decision-making can be flawed due to data or algorithmic bias or lack of data from specific groups. Further, black box algorithms create a trust problem due to lack of interpretability and transparency of the results or models developed based on the data, requiring blind faith in the results. In this position paper, we discuss several factors affecting the use of game data in the development cycle. In addition to issues raised by previous work, we also raise issues with algorithms marginalizing certain player groups and flaws in the resulting models due to their inability to reason about situational factors affecting players' decisions. Further, we outline some work that seeks to address these problems and identify some open problems concerning ethics and game data science. CCS CONCEPTS • Human-centered computing → Visualization.
... Na experiência das pessoas, não se pode descurar a forma como os utilizadores acedem ao Contudo, alguns autores (Hodent, 2015;Sarsenbayeva et al., 2017;Tigwell, Flatla, et al., 2018b) referem-se ao termo SVI na perspetiva de estudar situações nas quais a visão do utilizador é comprometida por ambientes externos, independentes da sua condição visual. Também, existem autores que intitulam esta dificuldade como Deficiências induzidas pelas situações (SIIDs) (Saulynas et al., 2017;Tigwell et al., 2019). ...
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A Ria de Aveiro é utilizada por inúmeros navegadores para diversas finalidades tais como o turismo, a pesca e a cultura. Navegar no mar ou num rio exige uma maior atenção e interpretação dos eventuais perigos iminentes comparativamente à condução de um carro. No caso concreto da Ria de Aveiro, a falta de boias de sinalização - responsáveis por indicar a zona navegável dos canais - e a variação da altura da maré fazem parte dos principais desafios para quem navega neste plano de água. Para além disso, as aplicações móveis atualmente disponíveis no mercado que utilizam cartografias, não mapeiam adequadamente, quer ao nível dos contornos dos canais, quer no que diz respeito à respetiva batimetria, imensas zonas da Ria de Aveiro que têm um potencial de navegação (em determinadas condições de maré) fantástico. Acresce a esta problemática o facto de que, quando são utilizados dispositivos móveis (tal como se pretende no projeto de investigação ao qual este mestrado está associado), estes geralmente não têm ecrãs com brilho e contraste suficiente para a utilização de mapas em ambientes exteriores e marítimos influenciados pela luz solar. O estudo em torno do fenómeno Situational Visual Impairments (SVI), por um lado, analisa a forma como a interação com um produto pode ser afetada pelo cenário/ambiente de uso e, por outro lado, pretende promover o design das interfaces de forma apropriada ao ambiente de utilização do website. O presente estudo, pretende colmatar as lacunas referidas através do desenvolvimento de uma solução tecnológica de apoio à navegação segura em águas interiores influenciadas pela variação das condições de maré. Neste contexto, os trajetos que os utilizadores podem fazer são, aquando da sua simulação, aumentados com uma escala cromática que identifica as respetivas condições de navegabilidade. Para além disso, deu-se outro passo a este nível, com a inclusão de limitadores e boias virtuais que permitem identificar os limites navegáveis de cada canal da ria. De forma a maximizar o acesso, em ambientes marítimos, à informação disponibilizada pelo website responsivo desenvolvido realizaram-se Guerrilla Tests, no sentido de melhorar a experiência dos navegadores da Ria de Aveiro. Ria de Aveiro has different purposes for countless navigators, such as tourism, fishing and culture. Sailing on the sea or the river requires greater attention and interpretation due to the imminent dangers that arise when compared to driving a car. The lack of signal buoys - responsible for indicating the navigable area of the channel - and the variance of tidal height in certain places of the Ria de Aveiro are part of the main challenges for those navigating on the ria. Furthermore, the mobile applications using cartographies currently available on the market, do not map appropriately, either in terms of channel contours or concerning the extensive areas of the ria with great navigation potential (under certain tidal conditions). In addition to this problem, when visualizing outdoor maps and maritime environments in mobile devices (a requirement of the research project to which this Master’s degree is associated) without adequate brightness and contrast - influenced by sunlight –, difficulties arise and impair reading and access to essential information for navigation. The study around the phenomenon of Situational Visual Impairments (SVI), on one hand, analyses how the interaction with a product can be affected by the scenario/environment of use and, on the other hand, intends to promote the design of appropriate contents for the website's context of use. Aiming to fill these gaps, this study developed a technological solution to support safer navigation in inland waters influenced by the variation of tidal conditions. The sailable routes are augmented with a colour scale that clarifies the navigability conditions, and limiters were included to aid the identification of the navigable limits of each channel of the Ria. Moreover, to enhance the access to the application’s information in maritime environments, Guerrilla tests were carried out to improve the experience of the Ria de Aveiro’s navigators through the responsive website developed.
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Developing UX practices at Epic games. Presented at the 2014 game developers conference Europe
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Untersuchungen zur Lehre der Gestalt II Translation published as Laws of organization in perceptual forms
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Gorillas in our midst: sustained inattentional blindness for dynamic events
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5 misconceptions about UX (User Experience) in video games
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