2019 8th International Conference on Affective Computing and Intelligent Interaction (ACII) 2019
DOI: 10.1109/acii.2019.8925502
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The FUNii Database: A Physiological, Behavioral, Demographic and Subjective Video Game Database for Affective Gaming and Player Experience Research

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Cited by 8 publications
(7 citation statements)
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“…It is heavily documented and readily accessible after the submission of a terms of use agreement. The FUNii database [4] contains physiological data from 190 players during gameplay of Ubisoft's Assassin's Creed Unity [33] and Assassin's Creed Syndicate [34]. The first dataset of its kind in games, it features datatypes such as electrocardiography, electrodermal activity, and electromyography.…”
Section: Human User Datasetsmentioning
confidence: 99%
“…It is heavily documented and readily accessible after the submission of a terms of use agreement. The FUNii database [4] contains physiological data from 190 players during gameplay of Ubisoft's Assassin's Creed Unity [33] and Assassin's Creed Syndicate [34]. The first dataset of its kind in games, it features datatypes such as electrocardiography, electrodermal activity, and electromyography.…”
Section: Human User Datasetsmentioning
confidence: 99%
“…Passive audiovisual elicitors are a popular choice as they do not require any particular skill from the participants and are relatively easy to implement. In contrast, we meet datasets that make use of active elicitors involving tasks in dyads and videogamesincluding RELOCA [44] and player experience datasets such as PED [46] or the FUNii Database [47]. Compared to passive elicitors, these interactive tasks provide a more complex and multifaceted affective stimulus, while organically structuring the participants' experience.…”
Section: Audiovisual Affective Datasetsmentioning
confidence: 99%
“…Most affective computing databases surveyed (see tenth row of Table II) capture affective dimensions such as arousal and valence, with some datasets offering labels for additional dimensions-such as dominance-and categorical labels. The surveyed datasets that have used games as affect elicitors-Mazeball [45], PED [46], and FUNii [47]-tend to be less focused with regards to the labels used and instead aim to capture more complex game-related user states such as engagement, fun or challenge. This core difference makes such player experience datasets distinctive to affective computing primarily because any lessons learned on traditional affective databases are not directly applicable to player experience datasets, and vice versa.…”
Section: Audiovisual Affective Datasetsmentioning
confidence: 99%
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“…In a game-playing context, people feel and ascertain something based on the brain's signals [1,2]. Therefore, emphasis is placed on the correlation between the physical laws of nature and the cerebral sensation and performance.…”
Section: Introductionmentioning
confidence: 99%