{"id":70556,"date":"2018-12-21T23:10:00","date_gmt":"2018-12-21T23:10:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/333479"},"modified":"2018-12-21T23:10:00","modified_gmt":"2018-12-21T23:10:00","slug":"video-how-valve-uses-biofeedback-to-make-better-games","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/12\/21\/video-how-valve-uses-biofeedback-to-make-better-games\/","title":{"rendered":"Video: How Valve uses biofeedback to make better games"},"content":{"rendered":"<p>In this GDC 2011\u00a0talk, Valve&#8217;s Mike Ambinder explores how the company is making use of biofeedback (the measurement, display, analysis modification, manipulation, and response of psychological signals)\u00a0to both explore new avenues of gameplay and improve in-house playtesting processes.<\/p>\n<p>Using Valve&#8217;s own\u00a0<em>Portal 2, Left 4 Dead 2<\/em>, and\u00a0<em>Alien Swarm<\/em>\u00a0as examples, Ambinder explains how the studio measured players&#8217; skin conductance response, heart rate, and eye movements to design titles that effectively toy with player&#8217;s psychological limits.<\/p>\n<p>It\u00a0was an insightful talk that&#8217;s definitely still worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=MdT7Qx2oRAg\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent company Informa<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2011\u00a0talk, Valve&#8217;s Mike Ambinder explores how the company is making use of biofeedback (the measurement, display, analysis modification, manipulation, and response of psychological signals)\u00a0to both explore new avenues of gameplay and improve in-house playtesting processes. Using Valve&#8217;s own\u00a0Portal 2, Left 4 Dead 2, and\u00a0Alien Swarm\u00a0as examples, Ambinder explains how the studio measured [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":70557,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-70556","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/70556","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=70556"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/70556\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/70557"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=70556"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=70556"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=70556"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}