Planned maintenance
A system upgrade is planned for 13/12-2023, at 12:00-13:00. During this time DiVA will be unavailable.
Change search
CiteExportLink to record
Permanent link

Direct link
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
Biofeedback Methods in Entertainment Video Games: A Review of Physiological Interaction Techniques
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-1503-8856
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3639-9327
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-9527-4594
2021 (English)In: Proceedings of the ACM on Human-Computer Interaction, ISSN 2573-0142, Vol. 5, no CHIPLAY, article id 268Article in journal (Refereed) Published
Abstract [en]

The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review focusing on how different biofeedback interaction methods have been used for entertainment purposes in video games, between 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and five different biofeedback methods (with a sixth category combining them): electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction. The review describes the properties, sensor technologies, and the type of data gathered for every included biofeedback method, and presents their respective interaction techniques. It summarizes a set of opportunities and challenges for each included method, based on the results from previous work, and discusses these findings. It also analyzes how these interaction techniques are distributed between different common game genres. The review is beneficial for people interested in biofeedback methods and their potential use for novel interaction techniques in future video games. © 2021 ACM.

Place, publisher, year, edition, pages
Association for Computing Machinery , 2021. Vol. 5, no CHIPLAY, article id 268
Keywords [en]
biofeedback, entertainment, interaction techniques, physiological, systematic literature review, video games, virtual reality, Electroencephalography, Electrophysiology, Eye tracking, Human computer interaction, Software design, Classification criterion, Development tools, Game development, Interaction methods, Physiological interactions, Sensor technologies, Video-games
National Category
Computer Sciences Human Aspects of ICT
Identifiers
URN: urn:nbn:se:bth-22338DOI: 10.1145/3474695Scopus ID: 2-s2.0-85117119113OAI: oai:DiVA.org:bth-22338DiVA, id: diva2:1610495
Conference
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play CHIPLAY
Part of project
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications, Knowledge FoundationAvailable from: 2021-11-11 Created: 2021-11-11 Last updated: 2022-09-30Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Navarro, DiegoSundstedt, VeronicaGarro, Valeria

Search in DiVA

By author/editor
Navarro, DiegoSundstedt, VeronicaGarro, Valeria
By organisation
Department of Computer Science
Computer SciencesHuman Aspects of ICT

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 180 hits
CiteExportLink to record
Permanent link

Direct link
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