A level designed for combat-oriented flow experience demonstrated significant high-arousal positive affect emotions. Participants played three Half-Life 2 game level design modifications while measures such as electromyography (EMG), electrodermal activity (EDA) were taken and questionnaire responses were collected. The experimental study reported here investigated different traits of gameplay experience using subjective (i.e., questionnaires) and objective (i.e., psychophysiological) measures. This paper builds upon and extends prior work in an area for which we would like to coin the term “affective ludology.” The area is concerned with the affective measurement of player-game interaction. Ludologists also acknowledge the need to understand cognition, emotion, and goal- oriented behavior of players from a psychological perspective by establishing rigorous methodologies. These informal terms require a scientific explanation. Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. In addition, questionnaire responses were collected after each play session. ![]() Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. ![]() This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun.
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