Objectif The main objective of FUGA is to create novel methods and improve existing measures in order to examine how the different dimensions of Computer Game Experience can be assessed comprehensively with high temporal resolution. FUGA will employ a broad variety of innovative techniques based on * laboratory and mobile psychophysiological recordings (i.e. facial EMG, EEG, ECG, EDA, and respiration), * functional magnetic resonance imagining (fMRI), * eye movement recordings, * the so-called (online) implicit association test, * tracking of behavioral indicators of emotion and motivation. An important objective of FUGA is to establish the construct validity, reliability, and predictive validity of the different Game Experience measures. A further objective is to develop a prototype of an emotionally adaptive game. The very first step is a conceptual clarification and dimensional modelling of Game Experiences, as well as the development of a theoretical framework describing the relationships between the relevant Game Experience dimensions and their potential measures. In the first set of empirical studies, the Game Experience measures will be construct validated against think-aloud and self-report methods as well as against each other. New ways to extract relevant parameters from the data will be examined and developed, and alternative data analytic techniques will be compared. This is followed by a second set of studies examining reliability of the measures. Finally, to establish the predictive validity of Game Experience measures, it will be examined how different emotional and cognitive responses or response patterns predict game play in the long run. The innovative measurement approach provided by FUGA can be applied when designing new digital games for different purposes (e.g. entertainment, education, therapy). In addition to its scientific impact, FUGA would be expected to contribute to the rise of the European computer games industry. Mots‑clés behavioral measures cognitive processes computer games emotion eye tracking fMRI game design game experience measurement methods psychophysiology Programme(s) FP6-POLICIES - Policy support: Specific activities covering wider field of research under the Focusing and Integrating Community Research programme 2002-2006. Thème(s) NEST-2004-Path-IMP - Measuring the Impossible Appel à propositions FP6-2004-NEST-PATH Voir d’autres projets de cet appel Régime de financement STREP - Specific Targeted Research Project Coordinateur HELSINGIN KAUPPAKORKEAKOULU (HELSINKI SCHOOL OF ECONOMICS) Contribution de l’UE Aucune donnée Adresse Runeberginkatu 14-16 HELSINKI Finlande Voir sur la carte Liens Site web Opens in new window Coût total Aucune donnée Participants (5) Trier par ordre alphabétique Trier par contribution de l’UE Tout développer Tout réduire TEKNILLINEN KORKEAKOULU (HELSINKI UNIVERSITY OF TECHNOLOGY) Finlande Contribution de l’UE Aucune donnée Adresse Otakaari 1 ESPOO Voir sur la carte Liens Site web Opens in new window Coût total Aucune donnée HOCHSCHULE FUER MUSIK UND THEATER HANNOVER Allemagne Contribution de l’UE Aucune donnée Adresse Emmichplatz 1 HANNOVER Voir sur la carte Liens Site web Opens in new window Coût total Aucune donnée UNIVERSITAETSKLINIKUM AACHEN Allemagne Contribution de l’UE Aucune donnée Adresse Pauwelsstrasse 30 AACHEN Voir sur la carte Liens Site web Opens in new window Coût total Aucune donnée TECHNISCHE UNIVERSITEIT EINDHOVEN Pays-Bas Contribution de l’UE Aucune donnée Adresse Den Dolech 2 EINDHOVEN Voir sur la carte Liens Site web Opens in new window Coût total Aucune donnée HÖGSKOLAN PÅ GOTLAND Suède Contribution de l’UE Aucune donnée Adresse Cramärgatan 3 VISBY Voir sur la carte Liens Site web Opens in new window Coût total Aucune donnée