Visual attention in 3D video games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Looking for the heart of interactive media: reflections on video games' emotional expression
Proceedings of the 3rd International Conference on Fun and Games
Forces in play: the business and culture of videogame production
Proceedings of the 3rd International Conference on Fun and Games
Understanding the impact of video quality on user engagement
Proceedings of the ACM SIGCOMM 2011 conference
Are immerrsive FPS games enjoyable?
Proceedings of the 18th ACM symposium on Virtual reality software and technology
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Higher quality computer graphics in interactive applications in the areas of virtual reality and games is generally assumed to create a more immersive experience for the end user. In this study we examined this assumption by testing to what degree graphical fidelity was associated with physiological arousal as measured by a galvanic skin response (GSR) sensor. Thirty-six subjects played two different video games at the highest and lowest graphical quality settings while their GSR activity was measured. No significant difference in GSR was observed that was associated with graphical quality. We conclude that, for applications in which an emotional response is desired, increased graphical quality alone does not predict a physiological arousal response.