2014 Sixth International Workshop on Quality of Multimedia Experience (QoMEX) 2014
DOI: 10.1109/qomex.2014.6982334
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Assessing game experience: Heart rate variability, in-game behavior and self-report measures

Abstract: Assessing game experience by means of recordings of physiological reactions elicited during game play is a technique that has gained popularity in recent years in the field of digital games research. However, since physiological signals are typically linked to several psychological processes, the use of some measures such as cardiac activity or heart rate (HR) remains problematic. The goal of the present study is to investigate to what extent game logs and self-report measures of game experience have a predict… Show more

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Cited by 15 publications
(7 citation statements)
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References 8 publications
(5 reference statements)
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“…The GEQ was commonly employed to evaluate new games or playful systems (e.g., [53]), but also used to assess the player experience of popular and commercially successful games (e.g., [31,57]). Other studies included the GEQ to triangulate with physiological measures and/or in-game behavioral data (e.g., [51]).…”
Section: Application Of the Geqmentioning
confidence: 99%
“…The GEQ was commonly employed to evaluate new games or playful systems (e.g., [53]), but also used to assess the player experience of popular and commercially successful games (e.g., [31,57]). Other studies included the GEQ to triangulate with physiological measures and/or in-game behavioral data (e.g., [51]).…”
Section: Application Of the Geqmentioning
confidence: 99%
“…http://www.moodmetric.com) or heart rate variability measures (see e.g. https://www.firstbeat.com/en/) and self-report measures of emotions (see Oksanen & Hämäläinen 2010;Castellar et al, 2014). We argue that an application could be to add prosodic analyses as a method in combination with these methods, as another source to triangulate from.…”
Section: Directions For Future Researchmentioning
confidence: 99%
“…A wide range of variables are often extracted from ECG measurements with heart rate and heart rate variability being among the most common. In the context of multimedia, these are thought to relate to excitement, fatigue and discomfort (Castellar et al 2014;Drachen et al 2010;Kroupi et al 2014).…”
Section: Electrocardiographymentioning
confidence: 99%
“…Širdies ritmo mažėjimas sietinas su kognityvine veikla, o jaudinantys potyriai didina širdies ritmą (Bryant, Oliver 2009). Priklausomybė tarp širdies ritmo ir SoP nustatyta žaidžiant kompiuterinius žaidimus Castellar et al (2014); Drachen et al (2010). Barreda-Ángeles et al (2014) tyrinėjo regos diskomfortą (angl.…”
Section: Literatūros šAltinių Apie Regos Diskomforto Radimą Metodų Apunclassified