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Flow Experience Detection and Analysis for Game Users by Wearable-Devices-Based Physiological Responses Capture
School of Computer and Communication Engineering, University of Science and Technology Beijing, China / Shunde Graduate School, University of Science and Technology Beijing, China.ORCID iD: 0000-0001-5332-1797
School of Computer and Communication Engineering, University of Science and Technology Beijing, China / Shunde Graduate School, University of Science and Technology Beijing, China.ORCID iD: 0000-0001-6413-193X
Högskolan i Skövde, Institutionen för informationsteknologi.ORCID iD: 0000-0001-9287-9507
Högskolan i Skövde, Institutionen för informationsteknologi.ORCID iD: 0000-0002-8927-0968
2021 (English)In: IEEE Internet of Things Journal, ISSN 2327-4662, Vol. 8, no 3, p. 1373-1387Article in journal (Refereed) Published
Abstract [en]

Relevant research has shown the potential to understand the game user experience (GUX) more accurately and reliably by measuring the user’s psychophysiological responses. However, the current studies are still very scarce and limited in scope and depth. Besides, the low-detection accuracy and the common use of the professional physiological signal apparatus make it difficult to be applied in practice. This article analyzes the GUX, particularly flow experience, based on users’ physiological responses, including the galvanic skin response (GSR) and heart rate (HR) signals, captured by low-cost wearable devices. Based on the collected data sets regarding two test games and the mixed data set, several classification models were constructed to detect the flow state automatically. Hereinto, two strategies were proposed and applied to improve classification performance. The results demonstrated that the flow experience of game users could be effectively classified from other experiences. The best accuracies of two-way classification and three-way classification under the support of the proposed strategies were over 90% and 80%, respectively. Specifically, the comparison test with the existing results showed that Strategy1 could significantly reduce the negative interference of individual differences in physiological signals and improve the classification accuracy. In addition, the results of the mixed data set identified the potential of a general classification model of flow experience.

Place, publisher, year, edition, pages
IEEE , 2021. Vol. 8, no 3, p. 1373-1387
Keywords [en]
Games, Physiology, Electrocardiography; Heart rate, Human computer interaction, Task analysis, Stress, Flow, game user experience (GUX), games, physiological responses, wearable devices
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:bth-22666DOI: 10.1109/JIOT.2020.3010853ISI: 000612146000010Scopus ID: 2-s2.0-85100243722OAI: oai:DiVA.org:bth-22666DiVA, id: diva2:1640503
Note

© 2020 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.

ISSN: CD: 2372-2541

Funding Agency:10.13039/501100001809-National Natural Science Foundation of China; Scientific and Technological Innovation Foundation of Shunde Graduate School, USTB;

Available from: 2021-01-24 Created: 2022-02-24Bibliographically approved

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Backlund, PerDing, Jianguo

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