Bachelor degree in Creative Marketing Communication from Norwegian School of Creative Studies. I took an exchange semester in Advertising at London College of Communication fall 2014. I took an elektive course called The Anatomy of Computer Games which lead me towards a master in Game Studies at the University of Amsterdam.
Over the last few decades' videogames have increasingly grown to influence our lives in different... more Over the last few decades' videogames have increasingly grown to influence our lives in different fields. They are an important media, a tool for play and interaction, as well as a cultural phenomenon. So far only a few studies regarding music and games have been conducted, but not much when it come to the serious game domain. Research is lacking in the field of mental healthcare, in particular were gamification is being used in therapy and performance level do have a real-life consequence to treatment. The main purpose of this research was to investigate how music and sound may influence player performance while completing two gamified cognitive training tasks, where music is the core game mechanic. Participants played a demo version of the AddictionBeater Gamification, a gamification designed as a training intervention for alcohol addiction problems. All subjects in this study played the same baseline, before playing the different experiment conditions either with sound and rhythm, or without sound following the same rhythm aligned with the selected music. Performance was measured based on accuracy, by comparing their baseline accuracy to their accuracy levels in the experiment trials. Afterwards, this paper describes the societal relevance of this research in regards of creating serious games that can truly fulfill the need of expectations in individuals gaming performance in serious games and how music can benefit such purposes.
This project revolved around virtual reality and biofeedback. Our assignment was to connect VR an... more This project revolved around virtual reality and biofeedback. Our assignment was to connect VR and sensors so that our computational model could use biofeedback to change the environment according to the emotional data. Therefore, we researched emotions, sensors and exposure therapy.
The result is a virtual reality underwater environment made in Unity. A shark will circle the player and will come closer according to the heart rate data recorded with the Mio Link heart rate monitor.
This product can be used in virtual reality exposure therapy to help patients who suffer from underwater phobias. This setup can be transferred to other user cases by merely creating a new environment and a specific phobia stimulus.
Our research follows a multidisciplinary approach, combining fields of design thinking, psychology, cognitive neuroscience, human-computer interaction (HCI) and affective computing.
Over the last few decades videogames have increasingly grown to influence our lives in different ... more Over the last few decades videogames have increasingly grown to influence our lives in different fields. It is an important media, a tool for play and interaction, as well as a cultural phenomenon. The aesthetics of videogames is something this paper tries to investigate in terms of gameplay to the individual player, and how it affects the emotional investments sub consciously delegated to the player. In this paper we headlight the different elements that conduct the aesthetics of videogames. The main purpose of this is to define the term in videogames, and thus get a better understanding towards the importunateness of it and how it can be exposed to investigate the necessary emotions generated by the player.
Festivals have long been a popular leisure activity, and that popularity continues to rise. In th... more Festivals have long been a popular leisure activity, and that popularity continues to rise. In the Netherlands alone, approximately 800 are held every year, with nearly 23 million visitors. Due to this increasing competition, festivals are constantly required to improve the efficiency of their infrastructure and, consequently, the overall experience of their visitors. Several obstacles to a smooth experience continue to exist, however, with the loss or theft of wallets, long queues and the drawbacks of a token-based economy the most commonly cited.
As a possible solution to these problems, we present Hapay, a new mobile cashless payment system for festivals. Based on a series of surveys and interviews with festivalgoers and organisers, as well as primary investigation of existing (cashless) payment systems, we aim to build on and improve these current systems by developing a mobile, standardised and sustainable system which can be used across festivals. Hapay is based around a liquid-resistant and shockproof bracelet which stores and displays the user's balance, and a smartphone application which manages that balance via NFC technology. This application makes it possible for users to top up money anytime and anywhere. Possible loss or theft of the bracelet, as well as possible “skimming”, is taken into account in the design. So far, Hapay focuses solely on streamlining payment for goods and services. Future work could develop further features which would improve the top-up system itself with a buddy system, allowing the user to top up others' bracelets, and a user-specified balance cap, as opposed to the current fixed limit of €50. Extra possible features, including an overview of visited events within the festival and personalized information regarding the festival program, are also considered.
The world is getting older, and the elderly represent a growing share of the world population. Th... more The world is getting older, and the elderly represent a growing share of the world population. The average age of the worlds population is one of the most distinctive demographic phenomena in the current century one that will have a deep and unavoidable impact on the worlds social, economic, and political resources [17]. The global population is expected to reach 9.3 billion people by 2050 [13]. Technology is evolving in the speed of light, while the elderlys cognitive abilities decreases as the years go by. To focus on new and advanced technology for such a target group might not be the right way to go. We have in this paper researched the perception of the future elderly on wearable and video-sensor monitoring technology in regards of smart home technology. In the future this is the target group and these problems should be addressed now rather than later. To get a better understanding of these problems we conducted an online survey within our target group and have analysed and extracted the results. This paper looks at different terms and definitions of the smart home to make it clear what it is and what it is not. Furthermore this paper looks at conflicts between elderly and new technology, and their perceptions towards sensor and wearable technology. Different research is investigated to give concrete examples on how cognitive assessments can help recognize abnormal and different behavior at an early stage and thus get the best follow-up from the caretakers.
What is it with Bordererlands that made the game such a huge success?
In this short essay I try ... more What is it with Bordererlands that made the game such a huge success? In this short essay I try to explore the different aspects of the game that made the sequal such a popular game.
Over the last few decades' videogames have increasingly grown to influence our lives in different... more Over the last few decades' videogames have increasingly grown to influence our lives in different fields. They are an important media, a tool for play and interaction, as well as a cultural phenomenon. So far only a few studies regarding music and games have been conducted, but not much when it come to the serious game domain. Research is lacking in the field of mental healthcare, in particular were gamification is being used in therapy and performance level do have a real-life consequence to treatment. The main purpose of this research was to investigate how music and sound may influence player performance while completing two gamified cognitive training tasks, where music is the core game mechanic. Participants played a demo version of the AddictionBeater Gamification, a gamification designed as a training intervention for alcohol addiction problems. All subjects in this study played the same baseline, before playing the different experiment conditions either with sound and rhythm, or without sound following the same rhythm aligned with the selected music. Performance was measured based on accuracy, by comparing their baseline accuracy to their accuracy levels in the experiment trials. Afterwards, this paper describes the societal relevance of this research in regards of creating serious games that can truly fulfill the need of expectations in individuals gaming performance in serious games and how music can benefit such purposes.
This project revolved around virtual reality and biofeedback. Our assignment was to connect VR an... more This project revolved around virtual reality and biofeedback. Our assignment was to connect VR and sensors so that our computational model could use biofeedback to change the environment according to the emotional data. Therefore, we researched emotions, sensors and exposure therapy.
The result is a virtual reality underwater environment made in Unity. A shark will circle the player and will come closer according to the heart rate data recorded with the Mio Link heart rate monitor.
This product can be used in virtual reality exposure therapy to help patients who suffer from underwater phobias. This setup can be transferred to other user cases by merely creating a new environment and a specific phobia stimulus.
Our research follows a multidisciplinary approach, combining fields of design thinking, psychology, cognitive neuroscience, human-computer interaction (HCI) and affective computing.
Over the last few decades videogames have increasingly grown to influence our lives in different ... more Over the last few decades videogames have increasingly grown to influence our lives in different fields. It is an important media, a tool for play and interaction, as well as a cultural phenomenon. The aesthetics of videogames is something this paper tries to investigate in terms of gameplay to the individual player, and how it affects the emotional investments sub consciously delegated to the player. In this paper we headlight the different elements that conduct the aesthetics of videogames. The main purpose of this is to define the term in videogames, and thus get a better understanding towards the importunateness of it and how it can be exposed to investigate the necessary emotions generated by the player.
Festivals have long been a popular leisure activity, and that popularity continues to rise. In th... more Festivals have long been a popular leisure activity, and that popularity continues to rise. In the Netherlands alone, approximately 800 are held every year, with nearly 23 million visitors. Due to this increasing competition, festivals are constantly required to improve the efficiency of their infrastructure and, consequently, the overall experience of their visitors. Several obstacles to a smooth experience continue to exist, however, with the loss or theft of wallets, long queues and the drawbacks of a token-based economy the most commonly cited.
As a possible solution to these problems, we present Hapay, a new mobile cashless payment system for festivals. Based on a series of surveys and interviews with festivalgoers and organisers, as well as primary investigation of existing (cashless) payment systems, we aim to build on and improve these current systems by developing a mobile, standardised and sustainable system which can be used across festivals. Hapay is based around a liquid-resistant and shockproof bracelet which stores and displays the user's balance, and a smartphone application which manages that balance via NFC technology. This application makes it possible for users to top up money anytime and anywhere. Possible loss or theft of the bracelet, as well as possible “skimming”, is taken into account in the design. So far, Hapay focuses solely on streamlining payment for goods and services. Future work could develop further features which would improve the top-up system itself with a buddy system, allowing the user to top up others' bracelets, and a user-specified balance cap, as opposed to the current fixed limit of €50. Extra possible features, including an overview of visited events within the festival and personalized information regarding the festival program, are also considered.
The world is getting older, and the elderly represent a growing share of the world population. Th... more The world is getting older, and the elderly represent a growing share of the world population. The average age of the worlds population is one of the most distinctive demographic phenomena in the current century one that will have a deep and unavoidable impact on the worlds social, economic, and political resources [17]. The global population is expected to reach 9.3 billion people by 2050 [13]. Technology is evolving in the speed of light, while the elderlys cognitive abilities decreases as the years go by. To focus on new and advanced technology for such a target group might not be the right way to go. We have in this paper researched the perception of the future elderly on wearable and video-sensor monitoring technology in regards of smart home technology. In the future this is the target group and these problems should be addressed now rather than later. To get a better understanding of these problems we conducted an online survey within our target group and have analysed and extracted the results. This paper looks at different terms and definitions of the smart home to make it clear what it is and what it is not. Furthermore this paper looks at conflicts between elderly and new technology, and their perceptions towards sensor and wearable technology. Different research is investigated to give concrete examples on how cognitive assessments can help recognize abnormal and different behavior at an early stage and thus get the best follow-up from the caretakers.
What is it with Bordererlands that made the game such a huge success?
In this short essay I try ... more What is it with Bordererlands that made the game such a huge success? In this short essay I try to explore the different aspects of the game that made the sequal such a popular game.
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Papers by Agnetha Mortensen
The result is a virtual reality underwater environment made in Unity. A shark will circle the player and will come closer according to the heart rate data recorded with the Mio Link heart rate monitor.
This product can be used in virtual reality exposure therapy to help patients who suffer from underwater phobias. This setup can be transferred to other user cases by merely creating a new environment and a specific phobia stimulus.
Our research follows a multidisciplinary approach, combining fields of design thinking, psychology, cognitive neuroscience, human-computer interaction (HCI) and affective computing.
As a possible solution to these problems, we present Hapay, a new mobile cashless payment system for festivals. Based on a series of surveys and interviews with festivalgoers and organisers, as well as primary investigation of existing (cashless) payment systems, we aim to build on and improve these current systems by developing a mobile, standardised and sustainable system which can be used across festivals. Hapay is based around a liquid-resistant and shockproof bracelet which stores and displays the user's balance, and a smartphone application which manages that balance via NFC technology. This application makes it possible for users to top up money anytime and anywhere. Possible loss or theft of the bracelet, as well as possible “skimming”, is taken into account in the design.
So far, Hapay focuses solely on streamlining payment for goods and services. Future work could develop further features which would improve the top-up system itself with a buddy system, allowing the user to top up others' bracelets, and a user-specified balance cap, as opposed to the current fixed limit of €50. Extra possible features, including an overview of visited events within the festival and personalized information regarding the festival program, are also considered.
In this short essay I try to explore the different aspects of the game that made the sequal such a popular game.
The result is a virtual reality underwater environment made in Unity. A shark will circle the player and will come closer according to the heart rate data recorded with the Mio Link heart rate monitor.
This product can be used in virtual reality exposure therapy to help patients who suffer from underwater phobias. This setup can be transferred to other user cases by merely creating a new environment and a specific phobia stimulus.
Our research follows a multidisciplinary approach, combining fields of design thinking, psychology, cognitive neuroscience, human-computer interaction (HCI) and affective computing.
As a possible solution to these problems, we present Hapay, a new mobile cashless payment system for festivals. Based on a series of surveys and interviews with festivalgoers and organisers, as well as primary investigation of existing (cashless) payment systems, we aim to build on and improve these current systems by developing a mobile, standardised and sustainable system which can be used across festivals. Hapay is based around a liquid-resistant and shockproof bracelet which stores and displays the user's balance, and a smartphone application which manages that balance via NFC technology. This application makes it possible for users to top up money anytime and anywhere. Possible loss or theft of the bracelet, as well as possible “skimming”, is taken into account in the design.
So far, Hapay focuses solely on streamlining payment for goods and services. Future work could develop further features which would improve the top-up system itself with a buddy system, allowing the user to top up others' bracelets, and a user-specified balance cap, as opposed to the current fixed limit of €50. Extra possible features, including an overview of visited events within the festival and personalized information regarding the festival program, are also considered.
In this short essay I try to explore the different aspects of the game that made the sequal such a popular game.