Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2006
DOI: 10.1145/1124772.1124925
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Measuring emotional valence during interactive experiences

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Cited by 113 publications
(77 citation statements)
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References 17 publications
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“…Hazlett showed a relationship between players' physiological measures and in-game events. He found positive facial EMG activity to be higher during positive events, while negative facial EMG activity was greater during negative events [5,6]. Ravaja et al [17] also showed a relationship between in-game events and phasic responses in GSR, EMG and heart rate acceleration, and Nacke et al [14] showed that challenging game situations evoke positive affect and high arousal in players as measured by GSR and EMG.…”
Section: Related Workmentioning
confidence: 99%
“…Hazlett showed a relationship between players' physiological measures and in-game events. He found positive facial EMG activity to be higher during positive events, while negative facial EMG activity was greater during negative events [5,6]. Ravaja et al [17] also showed a relationship between in-game events and phasic responses in GSR, EMG and heart rate acceleration, and Nacke et al [14] showed that challenging game situations evoke positive affect and high arousal in players as measured by GSR and EMG.…”
Section: Related Workmentioning
confidence: 99%
“…The paradigm adopts a MMORPG as the task for speakers to induce their emotion. The effect of a game to induce emotion was proved in earlier studies [20][21][22][23][24][25]. Emotion expressivity is the characteristic that vocal expression is influenced by induced emotion.…”
Section: Emotional Speech Collection Paradigmmentioning
confidence: 95%
“…To induce speaker's emotion, a Massively Multiplayer Online Role-Playing Game (MMORPG) is adopted with reference to the research on emotion and decision making [20][21][22] and emotion studies for entertainment computing [23][24][25], and the subject's emotional response to the game is successfully induced. As our analytical interest is focused on speech, our goal is not just to induce the speaker's emotion but also to record naturalistic expressive utterances containing spontaneous emotion evoked in a usual environment for speakers.…”
Section: Introductionmentioning
confidence: 99%
“…One of our primary research goals is to understand gaming experience, which has been connected to positive emotions (Clark, Lawrence, Astley-Jones, & Gray, 2009;Fernandez, 2008;Frohlich & Murphy, 1999;Hazlett, 2006;Mandryk & Atkins, 2007), but also to more complex experiential constructs like, for example, immersion (Calleja, 2007;Ermi & Mäyrä, 2005;Jennett, et al, 2008), flow (Cowley, Charles, Black, & Hickey, 2008;Csíkszentmihályi, 1990;Gackenbach, 2008;Sweetser & Wyeth, 2005) or presence (Lombard & Ditton, 1997;Slater, 2002;Zahorik & Jenison, 1998). Thus, we will provide an overview of the current understanding of immersion, flow and presence in games and then provide suggestions as to how this could be measured using objective and subjective approaches.…”
Section: From Emotions To Experiencementioning
confidence: 99%