2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) 2018
DOI: 10.1109/sbgames.2018.00022
|View full text |Cite
|
Sign up to set email alerts
|

Estimating Player Experience from Arousal and Valence Using Psychophysiological Signals

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
2
2
1

Relationship

0
5

Authors

Journals

citations
Cited by 6 publications
(2 citation statements)
references
References 16 publications
0
2
0
Order By: Relevance
“…Due to the complexity in studies of the emotions and their great dissipative capacity, the scientific community is looking for alternatives to increase the level of reliability of results. Multimodal analyses can meet this demand as they use several methods for data collection and analysis (Khan and Sharif 2017;Siqueira et al 2018).…”
Section: Theoretical Contextualizationmentioning
confidence: 99%
“…Due to the complexity in studies of the emotions and their great dissipative capacity, the scientific community is looking for alternatives to increase the level of reliability of results. Multimodal analyses can meet this demand as they use several methods for data collection and analysis (Khan and Sharif 2017;Siqueira et al 2018).…”
Section: Theoretical Contextualizationmentioning
confidence: 99%
“…These include visual distractors [17], leaderboard manipulations [10], reward types [50], the genre of the game [35], game platform [2,3,38], the personality of the player [36], the presence of social entity [40], and peak-end effects [29]. Gameplay data [41], psychophysiological signals, e.g., facial expression and electrodermal activity [64], and computational models of players' intrinsic motivation [28] have also been analyzed to either predict or understand players' experiences. Behavioral theory has been applied to interpret the results related to, for example, the role of attribution [21] and motivation [18].…”
Section: User Experience Evaluations In Gamesmentioning
confidence: 99%