A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
The Acoustic Ecology of the First-Person Shooter
The Acoustic Ecology of the First-Person Shooter
Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
From playability to a hierarchical game usability model
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Game research, measuring gaming preferences
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Using affective trajectories to describe states of flow in interactive art
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Immersion and gameplay experience: a contingency framework
International Journal of Computer Games Technology
Generic physiological features as predictors of player experience
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
The usefulness of an immersion questionnaire in game development
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Biometric storyboards: visualising game user research data
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Using an interactive visual novel to promote patient empowerment through engagement
Proceedings of the International Conference on the Foundations of Digital Games
A feasibility study in using facial expressions analysis to evaluate player experiences
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Measuring the flow experience of gamers: An evaluation of the DFS-2
Computers in Human Behavior
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
Interacting with the Music Paint Machine: Relating the constructs of flow experience and presence
Interacting with Computers
Construction of the biocybernetic loop: a case study
Proceedings of the 14th ACM international conference on Multimodal interaction
Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation
International Journal of Autonomous and Adaptive Communications Systems
Proceedings of the 9th ACM Conference on Creativity & Cognition
Decomposing immersion: effects of game demand and display type on auditory evoked potentials
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
International Journal of Game-Based Learning
The interplay between immersion and appeal in video games
Computers in Human Behavior
Hi-index | 0.00 |
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.