2015
DOI: 10.1177/1541931215591301
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A Cognitive and Affective Neuroergonomics Approach to Game Design

Abstract: While the usefulness of games extends beyond their entertainment value, the act of playing a game remains essentially tied to its positive experience. Techniques to assess the player’s experience have greatly improved in the past decade, yet several challenges remain such as identifying objective and dynamic measures that reflect the player’s emotions during the game. In this paper, we describe an innovative approach to capture the player’s experience that relies on cognitive sciences and affective neuroscienc… Show more

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Cited by 10 publications
(6 citation statements)
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“…Such a research and development endeavour—that is, to develop intelligent systems that adapt their intervention to the cognitive and affective functional state of its user—is long-standing and requires measurements that capitalize on the online monitoring of multiple physiological sensors used as proxies to psychological dimensions (such as attention, stress, engagement and workload; see Durantin, Gagnon, Tremblay, & Dehais, 2014), and conceptually valid metrics capable of providing diagnostic information about the variability in the functional state of the operator (Gagnon, Lafond, Rivest, Couderc, & Tremblay, 2014). Promising results have identified physiological markers for attentional tunnelling (Dehais, Causse, & Tremblay, 2011) and the level of fun in video games (Chamberland et al, 2015), as well as methods to approximate mental models of decision makers (Lafond, Tremblay, & Banbury, 2013) that are the core of adaptive systems and individually-tailored cognitive assistants.…”
Section: Potential Solutions To Cognitive Limitationsmentioning
confidence: 99%
“…Such a research and development endeavour—that is, to develop intelligent systems that adapt their intervention to the cognitive and affective functional state of its user—is long-standing and requires measurements that capitalize on the online monitoring of multiple physiological sensors used as proxies to psychological dimensions (such as attention, stress, engagement and workload; see Durantin, Gagnon, Tremblay, & Dehais, 2014), and conceptually valid metrics capable of providing diagnostic information about the variability in the functional state of the operator (Gagnon, Lafond, Rivest, Couderc, & Tremblay, 2014). Promising results have identified physiological markers for attentional tunnelling (Dehais, Causse, & Tremblay, 2011) and the level of fun in video games (Chamberland et al, 2015), as well as methods to approximate mental models of decision makers (Lafond, Tremblay, & Banbury, 2013) that are the core of adaptive systems and individually-tailored cognitive assistants.…”
Section: Potential Solutions To Cognitive Limitationsmentioning
confidence: 99%
“…Not only can emotional content capture attention such as in the scream illustration, but the affective state of the learner can also alter perceived task load, and thus in turn learning (Chamberland et al, 2015). The affective mediation assumption of Moreno's Cognitive-Affective Theory of Learning with Media (CATLM; Moreno, 2006) posits that emotional factors may mediate the cognitive engagement of the learner, ultimately leading to an increase in learning.…”
Section: Emotionmentioning
confidence: 99%
“…Finding a signature from those data sources would open the door to new possibilities in affective gaming by adapting content to the player's experience and reinforcing motivation for the game. This research is part of the FUNii project introduced in previous papers [25], where participants played off-the-shelf popular games from Ubisoft's Assassin's Creed series. Preliminary results were reported in [26], in which only a subset of the modalities (limited number of physiological measures) from a small set of 63 participants were leveraged.…”
Section: P R E -P R I N T V E R S I O Nmentioning
confidence: 99%