ABSTRACT
The current study sought to identify the impact of whether teammates in a cooperative videogame were controlled by other humans (avatars) or by the game (agents). The impact on player experience was explored through both subjective questionnaire measures and brain wave activity measurement (electroencephalography). Play with human teammates was associated with a greater sense of relatedness, but less competence and flow than play with other computer-controlled teammates. In terms of brain activity, play with human teammates was associated with greater activity in the alpha, theta and beta power bands than play with computer-controlled teammates. Overall, the results suggest that play with human teammates involves greater cognitive activity in terms of 'mentalising' than play with computer-controlled teammates. Additionally, the associations between subjective measures of player experience and brain activity are described. Limitations of the current study are identified and key directions for future research are discussed.
- Cairns, P., et al., Who but not where: The effect of social play on immersion in digital games. IJHCS 71, 11 (2013), 1069--1077. Google ScholarDigital Library
- Cole, H. and W.J. Ray, EEG correlates of emotional tasks related to attentional demands. International Journal of Psychophysiology 3, 1 (1985), 33--41.Google ScholarCross Ref
- Cooper, N.R., et al., Paradox lost? Exploring the role of alpha oscillations during externally vs. internally directed attention and the implications for idling and inhibition hypotheses. J. Psy-phys 47, 1 (2003), 65--74.Google Scholar
- Drachen, A., et al. Correlation between heart rate, electrodermal activity and player experience in firstperson shooter games. ACM SIGGRAPH Symposium on Video Games 2010, ACM (2010), 49--54. Google ScholarDigital Library
- Fisch, B.J. and R. Spehlmann, Fisch and Spehlmann's EEG primer: basic principles of digital and analog EEG. (1999), Amsterdam: Elsevier Health Sciences.Google Scholar
- Gajadhar, B., Y. De Kort, and W. Ijsselsteijn, Shared fun is doubled fun: Player enjoyment as a function of social setting, in Fun and Games. (2008): Eindhoven, Netherlands. p. 106--117. Google ScholarDigital Library
- Gallagher, H.L., et al., Imaging the intentional stance in a competitive game. Neuroimage 16, 3 (2002), 814--821.Google ScholarCross Ref
- Gasser, T., L. Sroka, and J. Mocks, The transfer of EOG activity into the EEG for eyes open and closed. Elecenceph. & Clin. Neurophys 61, 2 (1985), 181--193.Google Scholar
- Hagemann, D. and E. Naumann, The effects of ocular artifacts on (lateralized) broadband power in the EEG. Clinical Neurophysiology 112, 2 (2001), 215--231.Google ScholarCross Ref
- IJsselsteijn, W., Y. De Kort, and K. Poels, The Game Experience Questionnaire: Development of a self-report measure to assess the psychological impact of digital games. Manuscript in Prep (2008).Google Scholar
- Johnson, D. and J. Gardner, Personality, motivation and video games, OzCHI. (2010), ACM press. p. 276--279. Google ScholarDigital Library
- Johnson, D., et al., Personality, genre and videogame play experience, in Proc. Int. Conf. on Fun and Games. (2012), ACM press: Toulouse, France. p. 117--120. Google ScholarDigital Library
- Lim, S. and B. Reeves, Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player. IJHCS, 68, 1-2 (2010), 57--68. Google ScholarDigital Library
- Lucas, K. and J.L. Sherry, Sex Differences in Video Game Play: A Communication-Based Explanation. Communication Research 31, 5 (2004), 499--523.Google ScholarCross Ref
- Mandryk, R.L., M.S. Atkins, and K.M. Inkpen, A continuous and objective evaluation of emotional experience with interactive play environments, in Proc. CHI. (2006), ACM: Montreal, Quebec, Canada. p. 1027--1036. Google ScholarDigital Library
- Mandryk, R.L., K.M. Inkpen, and T.W. Calvert, Using psychophysiological techniques to measure user experience with entertainment technologies. Behaviour & Information Technology 25, 2 (2006), 141--158.Google ScholarCross Ref
- Mitchell, D.J., et al., Frontal-midline theta from the perspective of hippocampal "theta". Progress in Neurobiology 86, 3 (2008), 156--185.Google ScholarCross Ref
- Nacke, L.E., Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction, in Proc. Int. Conf. on the Future of Game Design and Technology. (2010), ACM: Vancouver, British Columbia, Canada. p. 159--166. Google ScholarDigital Library
- Nacke, L.E., M.N. Grimshaw, and C.A. Lindley, More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Interacting with Computers 22, 5 (2010), 336--343. Google ScholarDigital Library
- Nacke, L. E., Stellmach, S., & Lindley, C. A. Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology. Simulation & Gaming, 42, 5 (2010), 632--655.Google Scholar
- Olson, C.K., Children's motivations for video game play in the context of normal development. Review of General Psychology 14, 2 (2010), 180--187.Google ScholarCross Ref
- Pasch, M., et al., Movement-based sports video games: Investigating motivation and gaming experience. Entertainment Computing 1, 2 (2009), 49--61.Google ScholarCross Ref
- Przybylski, A.K., C.S. Rigby, and R.M. Ryan, A motivational model of video game engagement. Review of General Psychology 14, 2 (2010), 154--166.Google ScholarCross Ref
- Ravaja, N., et al., Phasic emotional reactions to video game events: a psychophysiological investigation. Media Psychology 8, (2006), 343--367.Google ScholarCross Ref
- Ravaja, N., et al., Spatial presence and emotions during video game playing: Does it matter with whom you play? Presence, 15, 4 (2006), 381--392. Google ScholarDigital Library
- Russoniello, C.V., K. O'Brien, and J.M. Parks, EEG, HRV and Psychological Correlates while Playing Bejeweled II: A Randomized Controlled Study. Studies in health technology and informatics 144, (2009), 18992.Google Scholar
- Ryan, R.M. and E.L. Deci, Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist 55, 1 (2000), 68--78.Google ScholarCross Ref
- Ryan, R.M., C.S. Rigby, and A.K. Przybylski, The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion 30, 4 (2006), 344--360.Google ScholarCross Ref
- Salminen, M., et al. Frontal EEG asymmetry in the study of player experiences during competitive and cooperative play. In Proc. of IADIS Int. Conf. Game and Entertainment Technologies (2009).Google Scholar
- Salminen, M. and N. Ravaja, Oscillatory brain responses evoked by video game events: The case of Super Monkey Ball 2. CyberPsy & Beh 10, 3 (2007), 330--338.Google Scholar
- Sanei, S. and J.A. Chambers, EEG Signal Processing. 2008, Chichester: John Wiley & Sons, Ltd.Google Scholar
- Schier, M.A., Changes in EEG alpha power during simulated driving: a demonstration. International Journal of Psychophysiology 37, (2000), 155--162.Google ScholarCross Ref
- Tabachnick, B.G. and L.S. Fidell, Using Multivariate Statistics. 5th ed. 2007, Boston: Pearson. Google ScholarDigital Library
- Vella, K., D. Johnson, and L. Hides. Positively playful: when videogames lead to player wellbeing. In Int. Conf. on Gameful Design, Research and Applications 2013, ACM (2013). Google ScholarDigital Library
- Weibel, D., et al., Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior 24, 5 (2008), 2274--2291. Google ScholarDigital Library
- Yee, N., Motivations for Play in Online Games. CyberPsychology & Behavior 9, 6 (2006), 772--77Google Scholar
Index Terms
- Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play
Recommendations
Engaging in Videogame Play: An Activity-Centric Analysis of the Player Experience
OzCHI '15: Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human InteractionThis paper focuses on examining play activities in people's favourite videogame experience. Through interviews with 30 videogame players we discovered which types of play activities are most appealing. Our research identifies the level of appeal of a ...
Motivations for videogame play
The aim of the current research was to identify factors that are associated with the amount of time people play videogames. The current study extends previous research by exploring this question with a variety of genres of videogames. Five hundred and ...
Evaluating GameFlow in a Multiplayer Online Strategy Game Under Development
ACSW '20: Proceedings of the Australasian Computer Science Week MulticonferenceGameFlow is a widely used model of player enjoyment, with hundreds of applications to designing and evaluating games and game-like experiences since its first publication. Derived from a general set of heuristics for creating enjoyable player ...
Comments