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
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
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 how the presence of two different types of bonuses, commonly found in videogames, are capable of altering certain user interaction patterns and how these affect a subset of their physiological signals. Results are accompanied with statistical tests which reinforce the empirical data.