The influence of implicit and explicit biofeedback in first-person shooter games

  • Authors:
  • Kai Kuikkaniemi;Toni Laitinen;Marko Turpeinen;Timo Saari;Ilkka Kosunen;Niklas Ravaja

  • Affiliations:
  • Helsinki Institute for Information Technology, Espoo, Finland;Helsinki Institute for Information Technology, Espoo, Finland;Helsinki Institute for Information Technology, Espoo, Finland;Helsinki Institute for Information Technology, Espoo, Finland;Helsinki Institute for Information Technology, Espoo, Finland;Center for Knowledge and Innovation Research, Helsinki, Finland

  • Venue:
  • Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
  • Year:
  • 2010

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Abstract

To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeated the two biofeedback stages when given explicit information on the biofeedback. The biofeedback conditions were respiration and skin-conductance (EDA) adaptations. Adaptation targets were four balanced player avatar attributes. We collected data with psycho¬physiological measures (electromyography, respiration, and EDA), a game experience questionnaire, and game-play measures. According to our experiment, implicit biofeedback does not produce significant effects in player experience in an FPS game. In the explicit biofeedback conditions, players were more immersed and positively affected, and they were able to manipulate the game play with the biosignal interface. We recommend exploring the possibilities of using explicit biofeedback interaction in commercial games.