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Navarro, D. (2025). Psychophysiological Interaction: Symbiosis Between Players and Video Games. (Doctoral dissertation). Karlskrona: Blekinge Tekniska Högskola
Open this publication in new window or tab >>Psychophysiological Interaction: Symbiosis Between Players and Video Games
2025 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Psychophysiological interaction offers the opportunity of delivering unique and innovative experiences that synergize with human physiological and psychological nature. Even though several publications have explored the use of psychophysiological interaction in video games in the past, there is still a set of challenges associated with its suitability for commercial entertainment games, and with the assessment of its relationship with the perceived player experience.

This dissertation explores psychophysiological interaction and its implementation within entertainment video games. It presents a review of multiple physiological methods, such as eye tracking, electrodermal activity, or electroencephalography, and discusses the possibilities and challenges that these methodologies offer for the design and implementation of natural user interaction techniques. The dissertation presents a set of user studies that evaluated the efficiency of psychophysiological interaction in desktop and virtual reality video games, and statistically assessed how the variations of player physiological data may relate to their respective changes in the perceived player experience. The dissertation also offers a set of ethical and methodological guidelines for the appropriate design of novel interaction techniques, and for the safe exposure of physiological sensors and virtual reality technologies to the general public.

The results obtained from this research show that the implementation of psychophysiological interaction in entertainment video games tends to positively affect player experience. However, this benefit comes as a tradeoff to player performance and their perceived sense of control. Additionally, the variations in electrodermal activity data, specifically in the skin conductance level, showed a tendency to correlate with negative player experience variables. Finally, psychophysiological interaction should be consistent with the natural behavior and reactions from players, and should be complementary to more traditional game interaction technologies.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2025. p. 100
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:13
Keywords
Psychophysiology, Biofeedback, Natural User Interaction, Video Games, Virtual Reality, Player Experience
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-28823 (URN)978-91-7295-514-1 (ISBN)
Public defence
2025-12-10, J1630, Valhallavägen 1, Karlskrona, 09:00 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20220068Knowledge Foundation, 20170056
Available from: 2025-11-05 Created: 2025-10-28 Last updated: 2025-11-19Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2025). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component.
Open this publication in new window or tab >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component
2025 (English)Manuscript (preprint) (Other academic)
Abstract [en]

Electrodermal activity is considered one of the more reliable methodologies to assess emotional arousal, and it has been adopted as an alternative method for the analysis of player experience in video game research. In this study, we present a quantitative evaluation of self-contained electrodermal measurements, focusing on the analysis of the tonic component and its potential relationship with player experience. The analysis presents a frequency-domain feature quantification of the tonic component, named gradual changes. With it, we evaluate how the variation of the tonic component correlates with the player experience valence, in a set virtual reality games. The analysis also offers an evaluation of the prediction capabilities of the gradual changes, to classify player experience, using a supervised learning approach. Our results support the idea that the tonic component correlates with player experience, statistically demonstrating that a higher number of gradual changes feature a directly proportional relationship with a negative valence in player experience. Despite this, the gradual changes featured a rather limited prediction capability upon player experience, motivating future work in this area.

Keywords
Electrodermal Activity (EDA), Tonic Component, Skin Conductance Level (SCL), Player Experience (PX), User Experience (UX), Video Games, Virtual Reality (VR)
National Category
Signal Processing Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-28821 (URN)
Funder
Knowledge Foundation, 20220068
Available from: 2025-10-28 Created: 2025-10-28 Last updated: 2025-10-29Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2023). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component. In: A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch (Ed.), Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022 (pp. 203-221). Springer Science+Business Media B.V., 1815
Open this publication in new window or tab >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component
2023 (English)In: Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022 / [ed] A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch, Springer Science+Business Media B.V., 2023, Vol. 1815, p. 203-221Conference paper, Published paper (Refereed)
Abstract [en]

Thanks to its effectiveness, electrodermal activity (EDA) has been previously included as an evaluation metric, within analyses of user experience. In this study, the phasic component of participants’ EDA data is examined in relation to their reported experiences when playing a set of virtual reality games, that featured the HTC Vive and Leap Motion controllers for input. Two models are used in the analysis of the phasic component: a deconvolution model and a convex optimization model. Despite having significant differences in their player experiences, results indicate that there are not many significant differences in the phasic component data. Even if some weak correlations were found, the majority of results show no linear correlations between the phasic component data and the reported experience variables. This shows that the phasic component of EDA data should be further investigated in conjunction with other psychophysiological signals because it has only recently demonstrated a weak link with player experience. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2023
Series
Communications in Computer and Information Science (CCIS), ISSN 1865-0929, E-ISSN 1865-0937 ; 1815
Keywords
Convex optimization, cvxEDA, Deconvolution, Electrodermography, Game experience, HTC vive, Leap motion, Phasic component, Virtual reality, Electrodes, Convex optimisation, Deconvolutions, Electrodermal activity, Player experience
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-25625 (URN)10.1007/978-3-031-45725-8_10 (DOI)001302630600010 ()2-s2.0-85175987021 (Scopus ID)9783031457241 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2023-11-17 Created: 2023-11-17 Last updated: 2025-10-28Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2022). Electrodermal Activity Evaluation of Player Experience in Virtual Reality Games: A Phasic Component Analysis. In: Paljic, A, Ziat, M, Bouatouch, K (Ed.), PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (HUCAPP), VOL 2: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), Virtual, Online, FEB 06-08, 2022 (pp. 108-116). SciTePress (17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP))
Open this publication in new window or tab >>Electrodermal Activity Evaluation of Player Experience in Virtual Reality Games: A Phasic Component Analysis
2022 (English)In: PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (HUCAPP), VOL 2 / [ed] Paljic, A, Ziat, M, Bouatouch, K, SciTePress, 2022, no 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), p. 108-116Conference paper, Published paper (Refereed)
Abstract [en]

Electrodermal activity (EDA) is considered to be an effective metric for measuring changes in the arousal level of people. In this paper, the phasic component of EDA data from players is analyzed in relation to their reported experience from a standardized questionnaire, when interacting with a couple of virtual reality games that featured two different input devices: the HTC Vive and Leap Motion controllers. Initial results show that there are no significant differences in the phasic component data, despite having significant differences in their respective player experience. Furthermore, no linear correlations are found between the phasic component data and the evaluated experience variables, with the only exception of negative affect which features a weak positive correlation. In conclusion, the phasic component of EDA data has here shown a limited correlation with player experience and should be further explored in combination with other psychophysiological signals.

Place, publisher, year, edition, pages
SciTePress, 2022
Series
VISIGRAPP, ISSN 21844321
Keywords
Virtual Reality, Psychophysiology, Electrodermography, Phasic Component, Player Experience
National Category
Computer Sciences Information Systems, Social aspects
Identifiers
urn:nbn:se:bth-22878 (URN)10.5220/0011006100003124 (DOI)000777494800009 ()9789897585555 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), Virtual, Online, FEB 06-08, 2022
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2022-04-28 Created: 2022-04-28 Last updated: 2025-09-30Bibliographically approved
Navarro, D., Sundstedt, V. & Garro, V. (2021). Biofeedback Methods in Entertainment Video Games: A Review of Physiological Interaction Techniques. Paper presented at ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play CHIPLAY. Proceedings of the ACM on Human-Computer Interaction, 5(CHIPLAY), Article ID 268.
Open this publication in new window or tab >>Biofeedback Methods in Entertainment Video Games: A Review of Physiological Interaction Techniques
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
Keywords
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 Information Systems, Social aspects
Identifiers
urn:nbn:se:bth-22338 (URN)10.1145/3474695 (DOI)2-s2.0-85117119113 (Scopus ID)
Conference
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play CHIPLAY
Available from: 2021-11-11 Created: 2021-11-11 Last updated: 2025-10-28Bibliographically approved
Garro, V., Sundstedt, V. & Navarro, D. (2020). A review of current trends on visual perception studies in virtual and augmented reality. In: SIGGRAPH Asia 2020 Courses, SA 2020: . Paper presented at SIGGRAPH Asia 2020 Courses - International Conference on Computer Graphics and Interactive Techniques, SA 2020, Virtual, Online, South Korea, 4 December 2020 through 13 December 2020. Association for Computing Machinery, Inc
Open this publication in new window or tab >>A review of current trends on visual perception studies in virtual and augmented reality
2020 (English)In: SIGGRAPH Asia 2020 Courses, SA 2020, Association for Computing Machinery, Inc , 2020Conference paper, Published paper (Refereed)
Abstract [en]

In the development of novel algorithms and techniques in virtual and augmented reality (VR/AR), it is crucial to take human visual perception into account. For example, when hardware resources are a restraining factor, the limitations of the human visual system can be exploited in the creation and evaluation of new effective techniques. Over the last decades, visual perception evaluation studies have become a vital part of the design, development, and evaluation of immersive computer graphics applications. This course aims at introducing the attendees to the basic concepts of visual perception applied to computer graphics and it offers an overview of recent perceptual evaluation studies that have been conducted with head-mounted displays (HMDs) in the context of VR and AR applications. During this course, we call attention to the latest published courses and surveys on visual perception applied to computer graphics and interaction techniques. Through an extensive search in the literature, we have identified six main areas in which recent visual perceptual evaluation studies have been focused on: Distance perception, avatar perception, image quality, interaction, motion perception, and cybersickness. Trends, main results, and open challenges are discussed for each area and accompanied with relevant references offering the attendees a wide introduction and perspective on the topic. © 2019 Owner/Author.

Place, publisher, year, edition, pages
Association for Computing Machinery, Inc, 2020
Keywords
Augmented reality, Head mounted device, Virtual reality, Visual perception, Curricula, Depth perception, Helmet mounted displays, Interactive computer graphics, Motion sensors, Computer graphics applications, Distance perception, Head mounted displays, Human visual perception, Human Visual System, Interaction techniques, Perceptual evaluation, Virtual and augmented reality, Quality control
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-20919 (URN)10.1145/3415263.3419144 (DOI)2-s2.0-85098716576 (Scopus ID)9781450381123 (ISBN)
Conference
SIGGRAPH Asia 2020 Courses - International Conference on Computer Graphics and Interactive Techniques, SA 2020, Virtual, Online, South Korea, 4 December 2020 through 13 December 2020
Available from: 2021-01-14 Created: 2021-01-14 Last updated: 2025-09-30Bibliographically approved
Navarro, D. (2020). Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games. (Licentiate dissertation). Karlskrona, Sweden: Blekinge Tekniska Högskola
Open this publication in new window or tab >>Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
2020 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs.

This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology.

Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.

Place, publisher, year, edition, pages
Karlskrona, Sweden: Blekinge Tekniska Högskola, 2020. p. 156
Series
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 9
Keywords
Biofeedback, Natural User Interaction, Video Games, Physiology, Entertainment.
National Category
Other Engineering and Technologies
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-20730 (URN)978-91-7295-414-4 (ISBN)
Presentation
2020-12-18, J1630, Blekige Institute of Technology, Karlskrona, 12:07 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20170056
Available from: 2020-11-13 Created: 2020-11-13 Last updated: 2025-09-30Bibliographically approved
Navarro, D. & Sundstedt, V. (2019). Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor. In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications: . Paper presented at 3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019 (pp. 103-110). SciTePress
Open this publication in new window or tab >>Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
2019 (English)In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, SciTePress , 2019, p. 103-110Conference paper, Published paper (Refereed)
Abstract [en]

An important aspect of virtual reality (VR) interfaces are novel natural user interactions (NUIs). The increased use of VR games requires the evaluation of novel interaction techniques that allow efficient manipulations of 3D elements using the hands of the player. Examples of VR devices that support these interactions include the HTC Vive controller and the Leap Motion sensor. This paper presents a quantitative and qualitative evaluation of player performance and experience in a controlled experiment with 20 volunteering participants. The experiment evaluated the HTC Vive controller and the Leap Motion sensor when manipulating 3D objects in two VR games. The first game was a Pentomino puzzle and the second game consisted of a ball-throwing task. Four interaction techniques (picking up, dropping, rotating, and throwing objects) were evaluated as part of the experiment. The number of user interactions with the Pentomino pieces, the number of ball throws, and game completion time were metrics used to analyze the player performance. A questionnaire was also used to evaluate the player experience regarding enjoyment, ease of use, sense of control and user preference. The overall results show that there was a significant decrease in player performance when using the Leap Motion sensor for the VR game tasks. Participants also reported that hand gestures with the Leap Motion sensor were not as reliable as the HTC Vive controller. However, the survey showed positive responses when using both technologies. The paper also offers ideas to keep exploring the capabilities of NUI techniques in the future. Copyright © 2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved

Place, publisher, year, edition, pages
SciTePress, 2019
Series
VISIGRAPP, ISSN 2184-5921, E-ISSN 2184-4321
Keywords
Experience, Game Interaction, HTC Vive, Leap Motion, Performance, User Study, Virtual Reality, Computer control, Computer vision, Controllers, Surveys, Human computer interaction
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-18582 (URN)10.5220/0007362401030110 (DOI)000671769300008 ()2-s2.0-85068239090 (Scopus ID)9789897583544 (ISBN)
Conference
3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2019-09-06 Created: 2019-09-06 Last updated: 2025-10-28Bibliographically approved
Luro, F. L., Navarro, D. & Sundstedt, V. (2017). Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry. In: Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments: . Paper presented at ICAT-EGVE '17 Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, Adelaide (pp. 141-148). ACM Digital Library
Open this publication in new window or tab >>Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry
2017 (English)In: Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, ACM Digital Library, 2017, p. 141-148Conference paper, Published paper (Refereed)
Abstract [en]

The following article offers a set of recommendations that are considered relevant for designing and executing experiences with Virtual Reality (VR) technology. It presents a brief review of the history and evolution of VR, along with the physiological issues related to its use. Additionally, typical practices in VR, used by both academia and industry are discussed and contrasted. These were further analysed from an ethical perspective, guided by legal and Corporate Social Responsibility (CSR) frameworks, to understand their motivation and goals, and the rights and responsibilities related to the exposure of research participants and final consumers to VR. Our results showed that there is a significant disparity between practices in academia and industry, and for industry specifically, there can be breaches of user protection regulations and poor ethical practices. The differences found are mainly in regards to the type of content presented, the overall setup of VR experiences, and the amount of information provided to participants or consumers respectively. To contribute to this issue, this study highlights some ethical aspects and also offers practical considerations that aim, not only to have more appropriate practices with VR in public spaces but also to motivate a discussion and reflection to ease the adoption of this technology in the consumer market.

Place, publisher, year, edition, pages
ACM Digital Library, 2017
Keywords
Virtual reality, Code of ethics
National Category
Ethics
Identifiers
urn:nbn:se:bth-18866 (URN)10.2312/egve.20171351 (DOI)
Conference
ICAT-EGVE '17 Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, Adelaide
Available from: 2019-11-04 Created: 2019-11-04 Last updated: 2025-10-28Bibliographically approved
Navarro, D. & Sundstedt, V. (2017). Simplifying Game Mechanics: Gaze as an Implicit Interaction Method. In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017: . Paper presented at ACM SIGGRAPH Asia 2017, Bangkok. ACM Digital Library, Article ID 132534.
Open this publication in new window or tab >>Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
2017 (English)In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, article id 132534Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
ACM Digital Library, 2017
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15750 (URN)10.1145/3145749.3149446 (DOI)000694003800004 ()978-1-4503-5406-6 (ISBN)
Conference
ACM SIGGRAPH Asia 2017, Bangkok
Available from: 2018-01-12 Created: 2018-01-12 Last updated: 2025-10-28Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-1503-8856

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