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A Serious Game for Training in Emotion Regulation: From Design to Evaluation
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
2015 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

Games are often used as training devices in various tasks, but proper biofeedback is more seldom used. Within an EU project it was explored how biofeedback games can target emotion regulation and be evaluated meaningfully. While many use games and biofeedback separately, here the focus was to combine them. This was explored through how the games were perceived and played while players were punished in-game, based on their physiological activity. By implementing games and study the interaction patterns in experimental settings, primarily correlational data was acquired. The results suggest that targeting cognitive constructs has to be validated for each specific game, since game strategies can influence the activation of the cognitive constructs.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Institute of Technology , 2015. , p. 106 p.
Series
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 1
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-00607Local ID: oai:bth.se:forskinfo934EC1DD6F403001C1257DAB0058A8B2ISBN: 978-91-7295-270-6 (print)OAI: oai:DiVA.org:bth-00607DiVA, id: diva2:833928
Available from: 2015-02-10 Created: 2014-12-11 Last updated: 2018-01-11Bibliographically approved

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Hilborn, Olle

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf