CHI 98 Cconference Summary on Human Factors in Computing Systems
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Measurement of user frustration: a biologic approach
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Objectively evaluating entertainment technology
CHI '04 Extended Abstracts on Human Factors in Computing Systems
The untapped world of video games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the third Nordic conference on Human-computer interaction
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Person-independent estimation of emotional experiences from facial expressions
Proceedings of the 10th international conference on Intelligent user interfaces
Emotions and heart rate while sitting on a chair
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Faces of emotion in human-computer interaction
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Behaviour, realism and immersion in games
CHI '05 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
The FaceReader: measuring instant fun of use
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Measuring emotional valence to understand the user's experience of software
International Journal of Human-Computer Studies
Studying antecedents of emotional experiences in interactive contexts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Emotional response as a measure of human performance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Entertainment modeling through physiology in physical play
International Journal of Human-Computer Studies
Entertainment Modeling in Physical Play Through Physiology Beyond Heart-Rate
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Facial expressions as game input with different emotional feedback conditions
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
An Online Survey System on Computer Game Enjoyment and Personality
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Player Experience Evaluation: An Approach Based on the Personal Construct Theory
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
An in-game reporting tool for pervasive games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Designing for human emotion: ways of knowing
The New Review of Hypermedia and Multimedia - Special issue on experience design - applications and reflections
Towards affective camera control in games
User Modeling and User-Adapted Interaction
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
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Proceedings of the 6th International Conference on Foundations of Digital Games
Influencing experience: the effects of reading game reviews on player experience
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Social Interaction in Games: Measuring Physiological Linkage and Social Presence
Simulation and Gaming
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
Identifying and measuring stressors present in pre-hospital care
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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This paper describes the use of facial electromyography (EMG) as a measure of positive and negative emotional valence during interactive experience. Thirteen boys played a car racing video game on an Xbox platform while facial EMG data were collected. Through video review positive and negative events during play were identified. The zygomaticus muscle EMG, which controls smiling, was found to be significantly greater during positive events as compared to negative. The corrugator muscle EMG, which controls frowning, was found to be significantly greater during negative events. The results of this study demonstrate that positive valence can be measured during interactive experiences with physiologic measures. This study also found that the corrugator EMG can still measure negative valence during high intensity interactive play in spite of the confounding factor of mental effort. These methods appear useful for associating the player's emotion with game events, and could be applied to HCI in general.