Heart rate variability: indicator of user state as an aid to human-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Emotions and heart rate while sitting on a chair
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Combining body sensors and visual sensors for motion training
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Flow in games (and everything else)
Communications of the ACM
Galvanic skin response (GSR) as an index of cognitive load
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Multi modal gesture identification for HCI using surface EMG
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
The Effects of Digital Games on Undergraduate Players' Flow Experiences and Affect
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
From competitive to social two-player videogames
Proceedings of the 2nd Workshop on Child, Computer and Interaction
Electronic games for aged care and rehabilitation
Healthcom'09 Proceedings of the 11th international conference on e-Health networking, applications and services
Physiological data gathering in mobile environments
Proceedings of the 12th ACM international conference adjunct papers on Ubiquitous computing - Adjunct
User performance tweaking in videogames: a physiological perspective of player reactions
AH '12 Proceedings of the 3rd Augmented Human International Conference
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards
Proceedings of the 4th International Conference on Fun and Games
Proceedings of the 4th International Conference on Fun and Games
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The videogame industry is an ever increasing market, broadening its scope in recent years to the casual market or to the use of such applications in critical domains, such as therapy or rehabilitation. Like any other form of entertainment, videogames are capable of evoking different emotions. In the last years we have witnessed an increasing interest in analyzing user emotional responses to environmental aspects, the game's content and genre. Yet, emotional response to one facet of videogames has not been properly tackled: interaction. This paper presents an ongoing research in which we analyze how different interactive features and constraints can influence an individual's emotional state, in particular a subset of his/her physiological signals. We conducted an experiment during which users were confronted with different performance-oriented widgets and provide empirical evidence on how these features altered the users' emotional state and performance.