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
Massively Multiplayer Game Developemnt
Massively Multiplayer Game Developemnt
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
Galvanic skin response (GSR) as an index of cognitive load
CHI '07 Extended Abstracts on Human Factors in Computing Systems
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
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
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The influence of performance-oriented widgets on interactive behavior while playing videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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The videogame industry has suffered significant modifications in the last years, broadening its horizons towards a more casual market. This market expansion not only brings new opportunities from an interaction point-of-view, but also new challenges with the inclusion of users who are not accustomed to these games. This paper presents part of an ongoing study which aims at providing a better understanding of player behavior both from an interactive and a physiological standpoint. The experiment addressed here assesses different gameplay mechanics influence not only a subset of the players' physiological signals, but also their performance and interactive behavior.