Evoking and Measuring Arousal in Game Settings

Autor: Cusveller, J., Gerritsen, C., de Man, J., Gobel, S., Wiemeyer, J.
Přispěvatelé: Gobel, S., Wiemeyer, J., Artificial intelligence, Network Institute, Social AI
Jazyk: angličtina
Rok vydání: 2014
Předmět:
Zdroj: Cusveller, J, Gerritsen, C & de Man, J 2014, Evoking and Measuring Arousal in Game Settings . in S Gobel & J Wiemeyer (eds), Games for Training, Education, Health and Sports . Springer International Publishing, pp. 165-174, Gamedays 2014, 1/01/14 . https://doi.org/10.1007/978-3-319-05972-3_17
Games for Training, Education, Health and Sports, 165-174
STARTPAGE=165;ENDPAGE=174;TITLE=Games for Training, Education, Health and Sports
Games for Training, Education, Health and Sports ISBN: 9783319059716
GameDays
DOI: 10.1007/978-3-319-05972-3_17
Popis: Serious games seem to be more effective if the participant feels more involved in the game. The participant should experience a high sense of presence which can be obtained by matching the level of excitement to the level of arousal a participant experiences. The level of arousal should be measured at runtime to make the game adaptive to the participant's physiological state. In this paper an experiment is presented that has as main goal to see whether it is possible to evoke arousal during different types of computer games and to monitor the physiological response. Using three online games, participants reported different levels of stress and understanding between games. Furthermore, an increase of skin conductance was found as well as a decrease in heart rate for the most difficult to understand game. © 2014 Springer International Publishing.
Databáze: OpenAIRE