Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Measuring emotional valence during interactive experiences: boys at video game play
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
Designing universally accessible games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Body-based interaction for desktop games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Study on the change of physiological signals during playing body-controlled games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
The influence of implicit and explicit biofeedback in first-person shooter games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Generic physiological features as predictors of player experience
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
The art of game design: a book of lenses
The art of game design: a book of lenses
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In this paper, we investigate the relationship between the feeling of being in control in a game situation and the interaction complexity in regard to the degree of arousal within subjects. To address this topic a comparative study consisting of two similar prototypes of a 2D jump-and-run game was set up. Both versions of the game were made up of identical art assets and shared the same level structure. The main difference constitutes in the type of interaction. Prototype A offers less control (through an auto-jump ability) and requires input only via one hand (mouse input). Contrary, prototype B enables players to have a stronger influence on the current game situation (manual jump ability) and requires them to use both hands (mouse and keyboard input). In order to assess the arousal of the test subjects, physiological measurements were carried out via galvanic skin response (GSR). Results show that the loss of control creates less arousal than a more complex game situation.