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Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction

Published: 06 May 2010 Publication History

Abstract

Psychophysiological methods provide covert and reliable affective measurements of user experience (UX). The nature of affective UX in interactive entertainment is currently not well understood. With the dawn of new gaming consoles, scientific methodologies for studying user interaction in immersive entertainment (e.g., digital gaming) are needed. This paper reports a study on the influence of interaction modes (Playstation 2 game controller vs. Wii remote and Nunchuk) on subjective experience and brain activity measured with electroencephalography (EEG). Results indicate that EEG alpha and delta power correlate with negative affect and tension when using regular game controller input. EEG beta and gamma power seem to be related to the feeling of possible actions in spatial presence with a PS2 game controller. Delta as well as theta power correlate with self-location using a Wii remote and Nunchuk.

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cover image ACM Other conferences
Futureplay '10: Proceedings of the International Academic Conference on the Future of Game Design and Technology
May 2010
282 pages
ISBN:9781450302357
DOI:10.1145/1920778
  • Conference Chairs:
  • Bill Kapralos,
  • Andrew Hogue,
  • Simon Xu
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: 06 May 2010

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Author Tags

  1. affective computing
  2. digital games
  3. electroencephalography (EEG)
  4. entertainment
  5. psychophysiology
  6. user experience (UX)

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Futureplay '10
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Futureplay '10: Futureplay '10 @ GDC Canada
May 6 - 7, 2010
British Columbia, Vancouver, Canada

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  • (2022)Brain Activity and Aggressive Behavior of Online GamersInternational Journal of Cyber Behavior, Psychology and Learning10.4018/IJCBPL.30490312:1(1-19)Online publication date: 21-Jul-2022
  • (2022)Classification of Video Game Player Experience Using Consumer-Grade ElectroencephalographyIEEE Transactions on Affective Computing10.1109/TAFFC.2020.299243713:1(3-15)Online publication date: 1-Jan-2022
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  • (2021)Objectivity and Subjectivity in Games: Understanding Engagement and Addiction MechanismIEEE Access10.1109/ACCESS.2021.30759549(65187-65205)Online publication date: 2021
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  • (2020)Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality ExergamesGames for Health Journal10.1089/g4h.2019.01029:6(405-414)Online publication date: 1-Dec-2020
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