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Measuring interest in linear single player FPS games

Published: 15 December 2010 Publication History

Abstract

In this study, we measured attention levels to identify points of high player interest in linear single player FPS games. Our results suggest that further analysis of these points could lead to a better understanding of player interest and how to design interesting encounters in games.

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References

[1]
Koran, J., Foster, J., & Koran, M. L. 1988. The relationship among interest, attention and learning in a natural history museum. In Visitor studies: Theory, research and practice, v. 2, 239--244.
[2]
Neurosky Inc, 15 October 2009, Web. 27 August 2010, eSense(tm) Meters, retrieved from http://developer.neurosky.com/docs/doku.php?id=esenses_tm
[3]
Rebolledo-Mendez, G., Freitas, S., Dunwell, I., Martínez-Mirón, E. A., Liarokapis, F., Vargas-Cerdán, M. D. and García-Gaona, A. R. 2009, Assessing Neurosky's usability to detect attention levels in an assessment exercise, In Proceedings of the 13th international conference on human-computer interaction. Part I: New Trends, 149--158.
[4]
Schell, J. 2005. Understanding entertainment: Story and gameplay are one, In Computers in Entertainment (CIE), v. 3 n. 1 (Jan-March)
[5]
Smith, G., Cha, M. and Whitehead, J. 2008. A framework for analysis of 2D platformer levels, In Proceedings of the 2008 ACM Siggraph symposium on video games, 75--80.

Cited By

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  • (2019)Brain-Computer Interface for CyberpsychologyAnalyzing Human Behavior in Cyberspace10.4018/978-1-5225-7128-5.ch007(102-122)Online publication date: 2019
  • (2019)Difficulty Adjustment Using Player's Performance and Electroencephalographic DataThe Journal of the Society for Art and Science10.3756/artsci.18.14318:5(143-155)Online publication date: 25-Dec-2019
  • (2017)Adaptable Game Experience Based on Player's Performance and EEG2017 Nicograph International (NicoInt)10.1109/NICOInt.2017.11(1-8)Online publication date: Jun-2017
  • Show More Cited By

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cover image ACM Conferences
SA '10: ACM SIGGRAPH ASIA 2010 Sketches
December 2010
98 pages
ISBN:9781450305235
DOI:10.1145/1899950
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 15 December 2010

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SA '10
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SA '10: SIGGRAPH ASIA 2010
December 15 - 18, 2010
Seoul, Republic of Korea

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Overall Acceptance Rate 178 of 869 submissions, 20%

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Cited By

View all
  • (2019)Brain-Computer Interface for CyberpsychologyAnalyzing Human Behavior in Cyberspace10.4018/978-1-5225-7128-5.ch007(102-122)Online publication date: 2019
  • (2019)Difficulty Adjustment Using Player's Performance and Electroencephalographic DataThe Journal of the Society for Art and Science10.3756/artsci.18.14318:5(143-155)Online publication date: 25-Dec-2019
  • (2017)Adaptable Game Experience Based on Player's Performance and EEG2017 Nicograph International (NicoInt)10.1109/NICOInt.2017.11(1-8)Online publication date: Jun-2017
  • (2014)Brain-Computer Interface for CyberpsychologyInternational Journal of Cyber Behavior, Psychology and Learning10.4018/ijcbpl.20140101014:1(1-14)Online publication date: 1-Jan-2014
  • (2014)MindninjaProceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment10.1109/SBGAMES.2014.14(123-132)Online publication date: 12-Nov-2014
  • (2014)Analysing Emotional Video Using Consumer EEG HardwareHuman-Computer Interaction. Advanced Interaction Modalities and Techniques10.1007/978-3-319-07230-2_69(729-738)Online publication date: 2014

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