Portrait of W.A. IJsselsteijn
Projectleader
Co-director


Portrait of Y.A.W. de Kort
Projectleader
Co-director


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)
Designer
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



Karolien Poels

Biography

Karolien has a background in Communication Sciences (MA, 2000) with a specialization in marketing communication. In April 2007, she obtained a PhD in Communication Sciences from Ghent University. Her dissertation focused on the role of emotions in advertising and mainly discussed how understanding emotions can contribute to better insights in how advertising works. This work was very interdisciplinary in nature, combining insights from communication sciences, marketing, (evolutionary) psychology, and neuroscience. Parts of her dissertation are published in international journals such as Journal of Advertising Research and Journal of Business Research. In March 2007, Karolien joined the Game Experience Lab as a post doc researcher and started integrating her experience and knowledge on emotions into the field of gaming. She is currently involved in the FUGA-project in which she looks at gamers' self-report experiences (e.g., focus groups, game experience questionnaire) and the systematic observation and coding of gamers' behavior.

Current research

Categorization of dimensions of digital game experience and development of a game experience questionnaire

In spite of the rise in academic game research, the conceptualization and measurement of digital game experiences is still underrepresented. Overall, gaming literature lacks a common vocabulary and a shared taxonomy of the different dimensions of game experience. By means of focus group methodology we try to identify dimensions of digital game experiences and categorize them in a meaningful way, including both in game and post game experiences. This categorization serves as a frame of reference in the development of our self-report measures of game experience, comprising the Game Experience Questionnaire (GEQ) and the Social Presence in Gaming Questionnaire.

Observational coding of players' behavior as a continuous measure of digital game experience

Studies of non verbal communication have already demonstrated the significance of bodily movements, such as facial expressions, gestures, head and body postures, as indicators of specific emotional experiences. According to Reeves and Nass (1996), people tend to respond socially and naturally to computers as well. We apply these streams of research in the context of digital gaming. Concretely, we aim to unravel behavioral indicators of game experience by means of observational coding of behavior exhibited during game play.