Game Design Theory and Practice
Game Design Theory and Practice
What's my method?: a game show on games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Story reaction structures to emotion detection
Proceedings of the 1st ACM workshop on Story representation, mechanism and context
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Automating the detection of breaks in continuous user experience with computer games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Continuous archival and analysis of user data in virtual and immersive game environments
CARPE '05 Proceedings of the 2nd ACM workshop on Continuous archival and retrieval of personal experiences
Do physiological data relate to traditional usability indexes?
OZCHI '05 Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future
Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sharing the magic circle with spatially inclusive games
ACM SIGGRAPH ASIA 2008 educators programme
Affective game engines: motivation and requirements
Proceedings of the 4th International Conference on Foundations of Digital Games
Ludoliteracy: defining understanding and supporting games education
Ludoliteracy: defining understanding and supporting games education
The Unconventional Interaction Library: Tackling the Use of Physiological Interaction Modalities
C5 '10 Proceedings of the 2010 Eighth International Conference on Creating, Connecting and Collaborating through Computing
A generic emotional contagion computational model
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
A framework for adaptive game presenters with emotions and social comments
International Journal of Computer Games Technology
AffectButton: A method for reliable and valid affective self-report
International Journal of Human-Computer Studies
How to develop financial applications with game features in e-banking?
Proceedings of the 2013 International Conference on Information Systems and Design of Communication
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In search of suitable methods for measuring the affective state of video-game players, this study investigates the hypothesis that the player's state of arousal will correspond with the pressure used to depress buttons on a gamepad. A video game was created that would detect the force of each button press during play. It was found that as the difficulty level of the game increased, players would hit the gamepad buttons significantly harder.