Toward Machine Emotional Intelligence: Analysis of Affective Physiological State
IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
Creating Emotion in Games: The Art and Craft of Emotioneering
Creating Emotion in Games: The Art and Craft of Emotioneering
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Game play schemas: from player analysis to adaptive game mechanics
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Identification with the player character as determinant of video game enjoyment
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Surface-poker: multimodality in tabletop games
ACM International Conference on Interactive Tabletops and Surfaces
Biofeedback game design: using direct and indirect physiological control to enhance game interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sensing cognitive multitasking for a brain-based adaptive user interface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Love, hate, arousal and engagement: exploring audience responses to performing arts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Brainput: enhancing interactive systems with streaming fnirs brain input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The usefulness of an immersion questionnaire in game development
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Evaluating user experience of adaptive digital educational games with Activity Theory
International Journal of Human-Computer Studies
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
ExoBuilding: Physiologically Driven Adaptive Architecture
ACM Transactions on Computer-Human Interaction (TOCHI)
Bro-cam: improving game experience with empathic feedback using posture tracking
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Immersive virtual reality and affective computing for gaming, fear and anxiety management
ACM SIGGRAPH 2013 Posters
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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.