2006
DOI: 10.1207/s1532785xmep0804_2
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Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation

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Cited by 198 publications
(150 citation statements)
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“…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. Finally, although there are significant individual differences in physiological responses, researchers have demonstrated success in the normalization of GSR [11] and EMG [6] data for between-participant comparisons.…”
Section: Related Workmentioning
confidence: 99%
“…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. Finally, although there are significant individual differences in physiological responses, researchers have demonstrated success in the normalization of GSR [11] and EMG [6] data for between-participant comparisons.…”
Section: Related Workmentioning
confidence: 99%
“…To overcome the limitations that self-report measures of emotional responses in games have, it is of great value to assess specific game events in more detail, since some game events may trigger different or contradictory emotional physiological responses [10]. In comparison to studies investigating only tonic measures, our objective was to create a system that allows reporting of phasic psychophysiological responses at game events.…”
Section: Introductionmentioning
confidence: 99%
“…For example, Ravaja et al studied how gamers' emotions vary in response to certain in-game events [4,5], with their results confirming that players' positive emotions are highly related to the achievements acquired, while the negative emotions are correlated with wounds and death experienced in the game [5]. In [18], Lee et al assessed whether all computer games are equally friendly to the cloud gaming architecture by quantifying the amount of frustration experienced due to the inevitable latency in cloud gaming.…”
Section: B Facial Emg Measurementmentioning
confidence: 99%
“…We find that CS and β has a negative correlation (with a coefficient −0.2) while ZM and β has a positive correlation (with a coefficient 0.38), which is reasonable given that negative emotion (CS) should decrease a game's addictiveness and positive emotion (ZM) should increase a game's addictiveness. The reason why CS has a weaker correlation with β than ZM may be because gamers can also be entertained when they feel a release from the negative emotional responses [4].…”
Section: Forecasting Game Addictivenessmentioning
confidence: 99%
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