Spectral analysis of sinus arrhythmia: a measure of mental effort
Human Factors - Cognitive psychophysiology
Affective computing
Psychophysiological indicators of the impact of media quality on users
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Designing tangible interfaces for children's collaboration
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
pOwerball: the design of a novel mixed-reality game for children with mixed abilities
Proceedings of the 2005 conference on Interaction design and children
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
SCORPIODROME: an exploration in mixed reality social gaming for children
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Designing and evaluating the tabletop game experience for senior citizens
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
MARBOWL: increasing the fun experience of shooting marbles
Personal and Ubiquitous Computing
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This paper discusses a design case, which explores the potential of psychophysiological measures as an input technique for social gaming applications intended for children. aMAZEd is an example of a tabletop mixed reality game that supports social interaction between players through and around the game. It is clear that sensing technology used to obtain psychophysiological measures needs to be improved and there is still a range of solutions that need to be explored. However, our experience shows that psychophysiological input appeals to children and can be a fun element of games supporting social interaction among players.