Portrait of W.A. IJsselsteijn

Portrait of Y.A.W. de Kort

Portrait of W.M. van den Hoogen
Postdoc - Fuga
Game Experience

Portrait of H.H.Nap
Postdoc - G@L
Gaming Elderly

Portrait of B.J. Gajadhar
PhD Student - G@L
Social play

Portrait of W. Oosting
PhD Student - G@L
Parental mediation

Portrait of M.C.Boschman
Facility manager
Technical support

- Former Colleagues -

Portrait of K. Poels
Postdoc - Fuga
Game Experience

Portrait of S. Zubic
S. Zubic (PDEng)
Interface implementation

Portrait of A.D. Pekel
MTD student - G@L
Interface design

Portrait of J. van Damme
J. van Damme (BSc)
Master's thesis
Social facilitation

Brian Gajadhar


In the summer of 2002 Brian Gajadhar received his bachelor's degree in Applied Physics, after successfully completing his final graduation project (Reducing Sound within a MRI-scanner). For a full year he worked as an all-round metrologist on the length department of the Nederlands Meetinstituut (NMi). However, he did not get enough satisfaction out of his work due to the lack of responsibilities and the inability to change some protocols. Therefore, he decided to study "Human Technology and Interaction" at the Eindhoven University of Technology in 2003. In 2006, after his graduation project (Change Blindness as a Function of Role Variations using Road Traffic Scenarios) he received the degree of Master of Science. Throughout this second study his academic qualities came to light, which also were noticed by the supervisors during graduation. Therefore a PhD position for four years was offered, where he would study the influence of social context during playing digital games.

Current research

Digital games are nowadays more and more played together with other people, who are indisputably part of the game experience. However, this has not been considered in most game experience literature: Although playing together is generally approached as a positive activity in every day life [#Ref], its significance is underrepresented in scientific literature concerning digital gaming. Even though some authors acknowledge the role of social context in gaming, social components are still poorly included in their game experience models. Therefore, these models are insufficient for explaining the several features of gaming together which can have significant impact on the game experience of players. Our research mainly focuses on the measurable differences between the experiences of solitary play and social play and aims to explore the important determinants in the process of playing digital games together. The aim is toe understand social behavior in game environments which will extend the existing models and will contribute to an improvement of game experience measurement.