Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2010
DOI: 10.1145/1753326.1753453
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The influence of implicit and explicit biofeedback in first-person shooter games

Abstract: To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeat… Show more

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Cited by 78 publications
(44 citation statements)
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“…Both systems that adapt to user emotions and affective agents that influence user emotions have been popular topics of research in the field of human-computer interaction (e.g., [15][16][17][18][19]). Work regarding emotionally adapted games has demonstrated how adapting game events to a user's physiological activity can improve the game experience [18].…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Both systems that adapt to user emotions and affective agents that influence user emotions have been popular topics of research in the field of human-computer interaction (e.g., [15][16][17][18][19]). Work regarding emotionally adapted games has demonstrated how adapting game events to a user's physiological activity can improve the game experience [18].…”
Section: Related Workmentioning
confidence: 99%
“…Work regarding emotionally adapted games has demonstrated how adapting game events to a user's physiological activity can improve the game experience [18]. Kuikkaniemi et al [19], for instance, used EDA to control the level of difficulty in a first-person shooting game. Results revealed that players who were able to see their biosignal while playing were more immersed and positively affected by the game.…”
Section: Related Workmentioning
confidence: 99%
“…The chest band expands with the chest to measure both respiration rate as well as volume. These sensors may be used for either a passive or active control schemes [10] [15].…”
Section: A Body Area Sensorsmentioning
confidence: 99%
“…For example, the combination of GSR sensor readings and other biosensors have played a role for better understanding the users' affective state when playing games. These affective states have been used as an interactive component of the game [3,18] and to assess game design strategies [9,14,16].…”
Section: Related Workmentioning
confidence: 99%