• Physiological Measurement of Video Game Engagement   [CPSH 2013]
  • Author(s)
  • Chaoguang Wang, Gino yu
  • Video games can evoke a range of different emotions, which play an important role in positive player experience. The emotions among game play are real enough for player to response with bodily awareness and uncontrollable biological responses. Through biofeedback devices, we hope to measure different emotion responses evoked by video games, such as Electroencephalography, Galvanic skin response and Heart rate monitor etc. This finding allows us to better assess the game experience and evaluate design choices, while also increase games’ potential for positive impact on society. And further application is hoped to create new game features and contents based on physiological signals.
  • Video Game; Player Experience; Emotion; Physiological Measurement
  • References
  • [1]
    N. Lazzaro. Why we play games: Four keys to more emotion with-out story. Technical report, XEO DesignInc., 2004.
    Eugénie Shinkle. Feel It, Don’t Think: the Significance of Affect in the Study of Digital Games. Proceedings of DiGRA 2005 Confer-ence: Changing Views – Worlds in Play (Vancouver Canada, 10-16 June 2005).
    Sykes, J., and Brown, S. Affective gaming: measuring emotion through the gamepad. Conference on Hu-man Factors in Computing Systems, CHI'03 extended abstracts on Human factors in computing systems, (Ft. Lauderdale, Flor-ida, US, 2003), pp.732 - 733.
    Chu, K., Wong, C. Y., and Khong, C. W. Methodologies for Evaluating Player Experience in Game Play. Communications in Computer and Information Science, 2011, 173(2), 118 - 122.
    Florent Levillain, Joseph Onderi Orero, Maria Rifqi and Berna-dette Bouchon-Meunier. Characterizing player's experience from physiological signals using fuzzy deci-sion trees. Computational Intellgence and Games, 2010 IEEE Conference, 75 - 82.
    M. Highland, G. Yu. Communicating In-ner Experience with Video Game Technology. Heidelberg Jour-nal Religions on the Internet, 2007.
    Gilleade, K. and Allanson, J. Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me." Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play (Vancouver Canada, 10-16 June 2005).
    N. Lazzaro. Emotion. Emotional impact, a new game gauge.2004. At im-pact-a-new-game-gauge/
    Blascovich, J., & Bailenson, J. N. In-finite Reality - Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution. New York: William Morrow,2011.
    Stéphane Bura. 2008. Emotion Engineering: A Scientific Ap-proach For Understanding Game Appeal. At
    Picard R.W. and Vyzas, E. Toward Ma-chine Emotional Intelligence: Analysis of Affective Physiologi-cal State. IEEE Transactions on Pattern Analysis and Machine Intelligence, 2011.
    Ekman, P. Facial Expression and Emotion. American Psychologist 48: 384-392,1993.
    Lang, P.J. The emo-tion probe. Studies of motivation and attention. American Psy-chologist, 50, 372-385,1995.
    R. Plutchik, Emotions and life : perspectives from psychology, biology, and evolution, 1st ed. Washington, DC: American Psy-chological Association, 2003.
    Russell, J. A. . A circumplex model of affect. Journal of Per-son-ality and Social Psychology, 1980, 39,1161–1178.
    Larsen RJ, Prizmic-Larsen Z. Measuring emotions: Implications of a multimethod perspective. In: Eid M, Diener E, editors. Hand-book of multimethod measurement in psychology. Washington, DC: American Psychological Association. pp. 2008, 337–351.
    Gross JJ. Handbook of emotion regulation. New York: Guilford Press. Haenschel, C., Baldeweg, T., Croft, R, 2007.
    Stemmler G, Heldmann M, Pauls CA, Scherer T. Con-straints for emotion specificity in fear and anger: The context counts. Psychophysi-ology.2001, 38(2):275–291.
    Christie IC, Friedman BH. Auto-nomic specificity of discrete emotion and dimensions of affec-tive space: A multivari-ate approach. International Journal of Psychophysiol-ogy.2004, 51(2):143–153.
    Scherer KR, Wall-bott HG. Evidence for universality and cultural variation of dif-ferential emotion response patterning. Journal of Personality and Social Psychology. 1994, 66:310–328.
    Kreibig SD, Wilhelm FH, Roth WT. Gross JJ. Cardio-vascular, electrodermal, and res-piratory response patterns to fear- and sadness-inducing films. Psychophysiology.2007, 44(5):787–806.
    Takahashi, K.: Re-marks on emotion recognition from bio-potential signals. In: The Second International Conference on Autonomous Robots and Agents, pp. 667–670. Citeseer (2004).
    Kiili, K., and Lainema, T. Power and flow experience in time-intensive business simula-tion game. Journal of Educational Multimedia and Hypermedia, 2010, 19(1), 39-57.
    Nacke, L., and Lindley, C.A. 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.
    Gajadhar, B.J., Nap, H.H., de Kort, Y.A.W., & IJsselsteijn, W.A. Let's sweep some Mines Together: Social Interaction & Competition in Casual Games. Proceedings of the workshop 'Playability and Player Experience' at the Fun and Games 2010 Conference (Leuven, Belgium, September 15th 2010). NHTV Press.
    Rouse R. Games on the verge of a nervous breakdown: Emotional con-tent in computer games. Computer Graphics, 2001,35, pp. 6-10.
    Picard R.W. and Vyzas, E. Toward Machine Emotional Intel-ligence: Analysis of Affective Physiological State. IEEE Transactions on Pattern Analysis and Machine Intelligence, 2001.
    Mandryk, R.L. Physiological Measures for Game Evaluation. In Isbister, K. and Schaffer, N. (eds.) Game Usabil-ity: Advice from the Experts for Advancing the Player Experi-ence, Elsevier Science & Technology Books, Burlington, MA, USA, 2008, 207-235.
    Ben Lewis Evans. 2011. Game Testing and Research: The Body and the Mind. At game_testing_and_research_the_.php
    Haenschel, C., Baldeweg, T., Croft, R. J., Whittington & M. Gruzelier, J. PROCEEDINGS- NATIONAL ACAD-EMY OF SCIENCES 2000, USA VOL 97; PART 13, pages 7645-7650.
    Ravaja, N., Turpeinen, M., Saari, T., Puttonen, S. and Kelti-kangas-Järvinen, L. The Psychophysi-ology of James Bond: Phasic Emotional Responses to Violent Video Game Events. Emotion, 2008, 8 (1). 114-120.
    Larsen, J.T., Norris, C.J., and Cacippo, J.T. Effects of positive and nega-tive affect on electromyographic activity over zygomaticus ma-jor and corrugator supercilii. Psychophysiology, 2003, 40, 776–785.
    Thackray, R.I. The Stress of Boredom and Monotony: A Consideration of the Evidence, Psychosomatic Medicine, 1981, Vol. 43, No. 2, 165-176
    Rapino, M. Creating immersive worlds using the Blender Game Engine (BGE). Presented in Blender Conference 2009, Amsterdam, the Netherlands, 2009,October 23-25.

Engineering Information Institute is the member of/source content provider to