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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 Information Systems, Social aspects
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: 2025-10-28Bibliographically approved
In thesis
1. Psychophysiological Interaction: Symbiosis Between Players and Video Games
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

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Navarro, DiegoSundstedt, VeronicaGarro, Valeria

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