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Biofeedback Methods in Entertainment Video Games: A Review of Physiological Interaction Techniques
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-1503-8856
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-3639-9327
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0002-9527-4594
2021 (Engelska)Ingår i: Proceedings of the ACM on Human-Computer Interaction, ISSN 2573-0142, Vol. 5, nr CHIPLAY, artikel-id 268Artikel i tidskrift (Refereegranskat) 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.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery , 2021. Vol. 5, nr CHIPLAY, artikel-id 268
Nyckelord [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
Nationell ämneskategori
Datavetenskap (datalogi) Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning
Identifikatorer
URN: urn:nbn:se:bth-22338DOI: 10.1145/3474695Scopus ID: 2-s2.0-85117119113OAI: oai:DiVA.org:bth-22338DiVA, id: diva2:1610495
Konferens
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play CHIPLAY
Ingår i projekt
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications, KK-stiftelsenTillgänglig från: 2021-11-11 Skapad: 2021-11-11 Senast uppdaterad: 2025-10-28Bibliografiskt granskad
Ingår i avhandling
1. Psychophysiological Interaction: Symbiosis Between Players and Video Games
Öppna denna publikation i ny flik eller fönster >>Psychophysiological Interaction: Symbiosis Between Players and Video Games
2025 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
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.

Ort, förlag, år, upplaga, sidor
Karlskrona: Blekinge Tekniska Högskola, 2025. s. 100
Serie
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:13
Nyckelord
Psychophysiology, Biofeedback, Natural User Interaction, Video Games, Virtual Reality, Player Experience
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-28823 (URN)978-91-7295-514-1 (ISBN)
Disputation
2025-12-10, J1630, Valhallavägen 1, Karlskrona, 09:00 (Engelska)
Opponent
Handledare
Forskningsfinansiär
KK-stiftelsen, 20220068KK-stiftelsen, 20170056
Tillgänglig från: 2025-11-05 Skapad: 2025-10-28 Senast uppdaterad: 2025-11-19Bibliografiskt granskad

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Navarro, DiegoSundstedt, VeronicaGarro, Valeria

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Datavetenskap (datalogi)Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning

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