Skip to main content

Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game

  • Conference paper
Fun and Games (Fun and Games 2008)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 5294))

Included in the following conference series:

Abstract

We measured the effects of sound and visual dynamic elements on user experience of a serious game, with special interest in engagement and arousal. Engagement was measured through questionnaires and arousal through the SAM and electromyography (EMG). We adopted the EMG of the corrugator (frown muscle) and the zygomatic muscle (smile muscle) as indicators for arousal and valence. We hypothesized that sound and dynamic elements would increase engagement, while user characteristics would determine the amount of arousal. We find that the addition of dynamic elements to the game increases the user experience. Sound increases the ease of navigation, but does not determine user experience, probably due to the dominance of other game elements and user characteristics. The subjective evaluation is inconsistent with the physiological data on arousal. Hence, further research is required to elucidate the relation between arousal and engagement.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Harteveld, C., Guimarães, R., Mayer, I., Bidarra, R.: Balancing pedagogy, game and reality components within a unique serious game for training levee inspection. In: Hui, K., et al. (eds.) Technologies for E-Learning and Digital Entertainment. Proceedings of the Second International Conference, Edutainment 2007, pp. 128–139. Springer, Heidelberg (2007)

    Google Scholar 

  2. Webster, J., Ho, H.: Audience engagement in multimedia presentations. The data base for Advances in Information Systems 28(2), 63–77 (1997)

    Article  Google Scholar 

  3. Csikszentmihalyi, M.: Flow: The psychology of optimal experience. Harper & Row, New York (1990)

    Google Scholar 

  4. Dickey, M.D.: Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development 53(2), 67–83 (2005)

    Article  Google Scholar 

  5. Davies, C.H.J.: Student engagement with simulations: a case study. Computers & Education 39, 271–282 (2002)

    Article  Google Scholar 

  6. Mallon, B., Webb, B.: Structure, causality, visibility and interaction: propositions for evaluating engagement in narrative multimedia. Int. J Human-Computer Studies 53, 269–287 (2000)

    Article  Google Scholar 

  7. Norman, D.A.: Emotion & Attractive. Interaction 9(4), 36–42 (2002)

    Article  MathSciNet  Google Scholar 

  8. Lessiter, J., Freeman, J., Keogh, E., Davidoff, J.D.: A cross-media presence questionnaire: the ITC Sense of Presence Inventory. Presence: Teleoperators and Virtual Environments 10(3), 282–297 (2001)

    Article  Google Scholar 

  9. Garris, R., Ahlers, R., Driskell, J.E.: Games, Motivation, and Learning: A Research and Practice Model. Stimulation Gaming 33(4), 441–467 (2002)

    Article  Google Scholar 

  10. Lang, P.J.: Behavioral treatment and bio-behavioral assessment: computer applications. In: Sidowski, J.B., Johnson, J.H., Williams, T.A. (eds.) Technology in mental health care delivery systems, pp. 113–119. Ablex, Norwood (1980)

    Google Scholar 

  11. Fridlund, A.J., Cacioppo, J.T.: Guidelines for human electromyographic research. Psychophysiology 23(5), 567–589 (1986)

    Article  Google Scholar 

  12. Merckelbach, H., Horselenberg, R., Murris, P.: The Creative Experiences Questionnaire (CEQ): a brief self-report measure of fantasy proneness. Personality and Individual Differences 31(6), 987–995 (2001)

    Article  Google Scholar 

  13. Russell, J.A., Pratt, G.: A Description of the Affective Quality Attributed to Environments. Journal of Personality and Social Psychology 38(2), 311–322 (1980)

    Article  Google Scholar 

  14. Stewart, A.E.: Linguistic dimensions of weather and climate perception. International Journal of Biometeorology 52(1), 57–67 (2007)

    Article  Google Scholar 

  15. Schneider, E.F., Lang, A., Shin, M., Bradley, S.D.: Death with story – How story impacts emotional, motivational, and physiological responses to first-shooter video games. Human communication Research 30(3), 361–375 (2004)

    Google Scholar 

  16. Baňos, R.M., Botella, C., Alcaňiz, M., Liaňo, V., Guerrero., R.B.: Immersion and Emotion: Their impact on the sense of presence. Cyberpsychology & Behaviour 7(6) (2004)

    Google Scholar 

  17. Freeman, J., Lessiter, J., Keogh, E., Bond, F.W., Chapman, K.: Relaxation Island: virtual, and really relaxing. In: Presence 2004, pp. 67–72 (2004)

    Google Scholar 

  18. Lang, P.J., Greenwald, M.K., Bradley, M.M., Hamm, A.O.: Looking at pictures: Affective, facial, visceral, and behavioral reactions. Psychophysiology 30, 261–271 (1993)

    Article  Google Scholar 

  19. Ravaja, N., Saari, T., Salminen, M., Laarni, J., Holopainen, J., Järvinen, A.: Emotional response Patterns and Sense of Presence during Video Games: Potential criteron variables for game design. In: NordiCHI 2004, pp. 339–247 (2004)

    Google Scholar 

  20. Cutmore, T.R.H., Hine, T.J., Kerry, K.J., Maberly, J., Langford, N.M., Hawgood, G.: Cognitive and gender factors influencing navigation ina virtual environment. Int. J. Human-Computer Studies 53, 223–249 (2000)

    Article  Google Scholar 

  21. Wolfson, S., Case, G.: The effects of sound and colour on responses to computer game. Interacting with computers 13, 183–192 (2000)

    Article  Google Scholar 

  22. Houtkamp, J.M., Schuurink, E.L., Toet, A.: Thunderstorms in my Computer: the Effect of Visual Dynamics and Sound in a 3D Environment (in preparation)

    Google Scholar 

  23. Rohrmaan, B., Bishop, I.: Subjective responses to computer simulations of urban environments. Journal of Environmental Psychology 22, 319–331 (2002)

    Article  Google Scholar 

  24. Serafin, S.: Sound design to enhance presence in photorealistic virtual reality. In: Proceedigs of the 2004 International Conference on Auditory Display, pp. 1–4 (2004)

    Google Scholar 

  25. Larsson, P., Västfjäll, D., Kleiner, M.: Ecological acoustics and the multi-modal perception of rooms: real and unreal experiences of auditory-visual environments. In: Proceedings of the 2001 International Conference of Auditory Display, pp. 245–249 (2001)

    Google Scholar 

  26. Morinaga, M., Aono, S., Kuwano, S., Kato, T.: Psychological evaluation of waterside space using audio-visual information. Emperical Studies of the arts 21(2), 185–194 (2003)

    Article  Google Scholar 

  27. Huang, S.-C.L.: An exploratory approach for using videos to represent dynamic environments. Landscape Research 29(2), 205–218 (2004)

    Article  MathSciNet  Google Scholar 

  28. Hetherington, J., Daniel, T.C., Brown, T.C.: Is motion more important than it sounds?: The medium of presentation in environmental research. Journal of environmental psychology 13, 283–291 (1993)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Schuurink, E.L., Houtkamp, J., Toet, A. (2008). Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game. In: Markopoulos, P., de Ruyter, B., IJsselsteijn, W., Rowland, D. (eds) Fun and Games. Fun and Games 2008. Lecture Notes in Computer Science, vol 5294. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-88322-7_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-88322-7_14

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-88321-0

  • Online ISBN: 978-3-540-88322-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics