Entertainment feature of a game using skin conductance response

  • Authors:
  • Shigeru Sakurazawa;Naofumi Yoshida;Nagisa Munekata

  • Affiliations:
  • Future University-Hakodate, Hakodate, Hokkaido, Japan;Future University-Hakodate, Hakodate, Hokkaido, Japan;Future University-Hakodate, Hakodate, Hokkaido, Japan

  • Venue:
  • Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
  • Year:
  • 2004

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Abstract

There are many computer games in the world, but generally game players challenge either the computer, or real players in the case of many person games. In view of the strong connectivity advocated between communication and entertainment in the field of entertainment computing, the use of biological signals for computer games is of interest. Here, a novel type of game using biological signals was developed as an entertainment device. The change in skin conductance caused by sweating was measured as a signal reflecting the player's agitation during the game. This type of game incorporates various characteristics relating to communication. First, players of the game challenge themselves because they are able to view their detected biological signals. In this situation, a kind of self-reference system is constructed. Second, the environments in which the game is played changed how the game was enjoyed. Third, the game system reveals differences of context between player and observer. From these characteristics, it is considered that the use of biological signals is attractive for entertainment computing.