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Practicing Emotion-Regulation Through Biofeedback on the Decision-Making Performance in the Context of Serious Games: a Systematic Review
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.ORCID iD: 0000-0003-3639-9327
2019 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 29, p. 75-86Article in journal (Refereed) Published
Abstract [en]

Evidence shows that emotions critically influence human decision-making. Therefore, emotion-regulation using biofeedback has been extensively investigated. Nevertheless, serious games have emerged as a valuable tool for such investigations set in the decision-making context. This review sets out to investigate the scientific evidence regarding the effects of practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games. A systematic search of five electronic databases (Scopus, Web of Science, IEEE, PubMed Central, Science Direct), followed by the author and snowballing investigation, was conducted from a publication's year of inception to October 2018. The search identified 16 randomized controlled experiment/quasi-experiment studies that quantitatively assessed the performance on decision-making tasks in serious games, involving students, military, and brain-injured participants. It was found that the participants who raised awareness of emotions and increased the skill of emotion-regulation were able to successfully regulate their arousal, which resulted in better decision performance, reaction time, and attention scores on the decision-making tasks. It is suggested that serious games provide an effective platform validated through the evaluative and playtesting studies, that supports the acquisition of the emotion-regulation skill through the direct (visual) and indirect (gameplay) biofeedback presentation on decision-making tasks.

Place, publisher, year, edition, pages
Elsevier, 2019. Vol. 29, p. 75-86
Keywords [en]
serious games, emotions, affect, biofeedback, emotion-regulation, decision-making
National Category
Computer Systems
Identifiers
URN: urn:nbn:se:bth-17580DOI: 10.1016/j.entcom.2019.01.001ISI: 000458213700008OAI: oai:DiVA.org:bth-17580DiVA, id: diva2:1286041
Note

open access

Available from: 2019-02-05 Created: 2019-02-05 Last updated: 2021-05-03Bibliographically approved
In thesis
1. The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
Open this publication in new window or tab >>The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
2019 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Emotions are thought to be one of the key factors that critically influence human decision-making. Emotion-regulation can help to mitigate emotion-related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to practicing emotion-regulation, where meaningful biofeedback information communicates player's affective states to a series of informed gameplay choices. These findings motivate the notion that in the decision context of serious games, one would benefit from awareness and regulation of such emerging emotions.

This thesis explores the design and evaluation methods for creating serious games where emotion-regulation can be practiced using physiological biofeedback measures. Furthermore, it investigates emotions and the effect of emotion-regulation on decision performance in serious games. Using the psychophysiological methods in the design of such games, emotions and their underlying neural mechanism have been explored.

The results showed the benefits of practicing emotion-regulation in serious games, where decision-making performance was increased for the individuals who down-regulated high levels of arousal while having an experience of positive valence. Moreover, it increased also for the individuals who received the necessary biofeedback information. The results also suggested that emotion-regulation strategies (i.e., cognitive reappraisal) are highly dependent on the serious game context. Therefore, the reappraisal strategy was shown to benefit the decision-making tasks investigated in this thesis. The results further suggested that using psychophysiological methods in emotionally arousing serious games, the interplay between sympathetic and parasympathetic pathways could be mapped through the underlying emotions which activate those two pathways. Following this conjecture, the results identified the optimal arousal level for increased performance of an individual on a decision-making task, by carefully balancing the activation of those two pathways. The investigations also validated these findings in the collaborative serious game context, where the robot collaborators were found to elicit diverse affect in their human partners, influencing performance on a decision-making task. Furthermore, the evidence suggested that arousal is equally or more important than valence for the decision-making performance, but once optimal arousal has been reached, a further increase in performance may be achieved by regulating valence. Furthermore, the results showed that serious games designed in this thesis elicited high physiological arousal and positive valence. This makes them suitable as research platforms for the investigation of how these emotions influence the activation of sympathetic and parasympathetic pathways and influence performance on a decision-making task.

Taking these findings into consideration, the serious games designed in this thesis allowed for the training of cognitive reappraisal emotion-regulation strategy on the decision-making tasks. This thesis suggests that using evaluated design and development methods, it is possible to design and develop serious games that provide a helpful environment where individuals could practice emotion-regulation through raising awareness of emotions, and subsequently improve their decision-making performance.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2019. p. 297
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 6
Keywords
Serious Games, Game Design, Emotions, Biofeedback, Emotion-Regulation, Decision-Making
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-17557 (URN)978-91-7295-370-3 (ISBN)
Public defence
2019-04-26, J1640, Campus Gräsvik, Karlskrona, 09:12 (English)
Opponent
Supervisors
Available from: 2019-01-31 Created: 2019-01-30 Last updated: 2019-05-09Bibliographically approved

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Publisher's full texthttps://www.sciencedirect.com/science/article/pii/S1875952118300260

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Jerčić, PetarSundstedt, Veronica

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