2010
DOI: 10.1007/978-3-642-15399-0_41
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A Biofeedback Game with Physical Actions

Abstract: Abstract. We developed a biofeedback game in which players can take other physical actions besides simply "relaxing". We used the skin conductance response for sensing a player's surge of excitement and penalized players when they did not attack enemies in situations because they were not calm enough to meet the biofeedback threshold. We conducted a subjective experiment to to see whether people found the game enjoyable. Most participants felt the game was enjoyable.

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Cited by 2 publications
(2 citation statements)
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“…Bersak et al [13], Chittaro and Sioni [55] Games based on player's stress level Tijs et al [56], Reuderink et al [57] Affective versions of Pac-Man Becker-Asano et al [58], Becker-Asano [59] Card game with an affective virtual agent Toups and Graeber [60] Rogue-like predator-pray game controlled by the stress level Munekata et al [61] Action game affected by player's stress level Bontchev and Vassileva [62] Game whose lightning is affected by player's affective state Becker-Asano et al [58], Becker-Asano [59] followed also an integral approach, creating a card game as an interaction scenario for a 3D humanoid empathic agent. The work is divided into two independent building blocks: an emotion simulation system to enable Max, the empathic agent, to express emotion to the player; and a real-time system to gather physiological user information.…”
Section: Paper(s) Topicmentioning
confidence: 99%
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“…Bersak et al [13], Chittaro and Sioni [55] Games based on player's stress level Tijs et al [56], Reuderink et al [57] Affective versions of Pac-Man Becker-Asano et al [58], Becker-Asano [59] Card game with an affective virtual agent Toups and Graeber [60] Rogue-like predator-pray game controlled by the stress level Munekata et al [61] Action game affected by player's stress level Bontchev and Vassileva [62] Game whose lightning is affected by player's affective state Becker-Asano et al [58], Becker-Asano [59] followed also an integral approach, creating a card game as an interaction scenario for a 3D humanoid empathic agent. The work is divided into two independent building blocks: an emotion simulation system to enable Max, the empathic agent, to express emotion to the player; and a real-time system to gather physiological user information.…”
Section: Paper(s) Topicmentioning
confidence: 99%
“…Another integral approach was presented by Munekata et al [61] as a biofeedback game. Players have to kill flies moving a game controller with the shape of a katana.…”
Section: Paper(s) Topicmentioning
confidence: 99%