- Find out how players react and progress in war games. Lab studies are a chance for you to put everything you know, from surveys for example, into context.
- Work with innovative audiovisual solutions that are customized to your needs.
- View the response to in-game advertising in real-time and be able to adjust the timing or placement and test it again.
Audiovisual solutions and other innovative products
Because gaming research can be challenging, you need the best equipment. Noldus Information Technology has the experience to help you design the best research facility for your application.
- UX and game labs - high-tech lab where all the equipment works perfectly together. You can also easily add eye-tracking and physiological measurements into your lab.
- Video - With Viso®, you can create recordings of video, audio, and computer screens in multiple rooms at once. Record from up to four IP cameras (Pan-Tilt-Zoom or stationary) per room to provide you with the video material you need.
- Analysis and integration software - The Observer® XT is at the core of every Noldus lab. It is the ideal integration platform. Think about collecting heart rate data, skin conductance (stress), emotions, and video. Analyzing all this requires good data management, integration and synchronization of all data streams.
- Emotion - Facial expressions from FaceReader™ provides the information you need about the level of emotionality of the players. Also available online, FaceReader Online. This means that you can test appreciation or impact on-site while participants can stay at home, allowing you to incorporate a much larger number of participants.
Game and UX labs
- iMinds game experience lab, Ghent, Belgium
- GameLab Hohenheim
- UX Lab at Stuttgart Media University
- And more...
A diverse collection of scientific articles citing Noldus products are published in renowned journals each week. The following list is only a small selection of scientific publications in gaming research.
- Alves Lino, J.; Salem, B. (2008). In-Depth observation of video gamers. Poster Presenation ICEC 2008.
- Barendregt, W.; Bekker, M.; Bouwhuis, D.; Baauw, E. (2006). Identifying usability and fun problems in a computer game during first use and after some practice. International Journal of human-computer studies, 64, 830-846.
- Bekker, M.; Baauw, E.; Barendregt, W. (2008). A comparison of two analytical evaluation methods for educational computer games for young children. Cognition,Technology & Work, 10, 129-140.
- Mahmud, A.A.; Mubin, O.; Shahid, S.; Martens, J-B. (2010). Designing social games for children and older adults: Two related case studies. Entertainment Computing, 1 (3-4), p. 147-156.
- Truong, K.P.; Leeuwen, van, D.A.; Jong, de, F.M.G. (2012). Speech-based recognition of self-reported and observed emotion in a dimensional space. Speech Communication, 54, 1049-1063.