Q&A with Riot's Jeffrey Lin, Ph.D.

on Jul 2, 2013
As part of our coverage of this year's Game Developers Conference, I offered a summary of Jeffrey Lin's (Lead Designer of Social Systems for Riot Games) talk on research-informed design and his teams's work managing toxic player behavior in League...

Presence and Games – An interview with Paul Skalsk...

on Dec 5, 2012
Back in October I gave a talk at the 2012 conference for the International Society for Presence Researchers.  While there I sat in on a number of fascinating presentations, including several by Dr. Paul Skalski, professor and researcher in the...

Managing player tension with Nevermind

on Sep 21, 2012
The idea of implementing physiological sensing and dynamic player-system feedback loops in game design has been previously touched on here at MP.   And, more recently, we've considered the potential role and implementation of fear within...

GDC: Game Optimization through Experimentation

on Mar 12, 2012
How do we know if a game design is any good?  How do we know if a particular feature makes a game better, worse, or has no effect? Until fairly recently A/B testing was a practice most of us associated with market research teams as they adjusted...

GDC: Getting Integration Right - Productivity Tool...

on Mar 6, 2012
Busy first day, so some delay in reporting. I'd like to first mention an interesting session from Monday afternoon on the nature of integrating games into existing information tech.  This “Entertaining the Enterprise” session was organized...

New "Biofeedback Controller"

on Dec 20, 2011
A new Arduino-based sensor device has been unveiled by Advancer Technologies this past week.  The "USB biodfeedback joystick" takes the game-inputs of a traditional controller and maps them to the flexing of the user's biceps and/or forearms...