Emotion in human-computer interaction
The human-computer interaction handbook
The human-computer interaction handbook
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies
Entertainment capture through heart rate activity in physical interactive playgrounds
User Modeling and User-Adapted Interaction
BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 2
Analyzing spatial user behavior in computer games using geographic information systems
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Mining multimodal sequential patterns: a case study on affect detection
ICMI '11 Proceedings of the 13th international conference on multimodal interfaces
Influencing experience: the effects of reading game reviews on player experience
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Measuring the impact of game controllers on player experience in FPS games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Understanding user experience in stereoscopic 3D games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Biometric storyboards: visualising game user research data
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Social Interaction in Games: Measuring Physiological Linkage and Social Presence
Simulation and Gaming
A feasibility study in using facial expressions analysis to evaluate player experiences
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
A psychophysiological analysis of weak annoyances in human computer interfaces
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part I
How does it play better?: exploring user testing and biometric storyboards in games user research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Psychophysiological methods are becoming more popular in game research as covert and reliable measures of affective player experience, emotions, and cognition. Since player experience is not well understood, correlations between self-reports from players and psychophysiological data may provide a quantitative understanding of this experience. Measurements of electrodermal activity (EDA) and heart rate (HR) allow making inferences about player arousal (i.e., excitement) and are easy to deploy. This paper reports a case study on HR and EDA correlations with subjective gameplay experience, testing the feasibility of these measures in commercial game development contexts. Results indicate a significant correlation (p Prey, Doom 3, and Bioshock).