Tag Archives: Affective Videogames

Paper: Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time


One benefit to reading a large number of research articles is gaining the ability to identify flaws in studies and reasoning. In particular, a study I reviewed by Barr et. al. (2007) helped me to get an idea of the sorts of methods that are appropriate for a study in HCI, and what researchers should and should not do in their studies. It was quite insightful for me to read a primarily theoretical paper then follow it up with an article about an experiment such as this one.

Reference Information

Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time. Poels, Karolien; van den Hoogen, Wouter; Ijsselsteijn, Wijnand; de Kort, Yvonne. Cyberpsychology, Behavior, and Social Networking. Jan 2012, Vol. 15, No. 1: 1-6. DOI: 10.1089/cyber.2010.0040


This article studies the relationships between player emotion, playing time, and game preferences. There has not been a substantial amount of research studying the relationships between these three factors, particularly in the home environment, as games have moved from the arcades to homes in the last 20-30 years. In the study, nineteen participants played four different games (two first person shooters and two racing games), and were analyzed with physiological measurements as well as self-reports. Three categories of emotions were evaluated: pleasure, arousal, and dominance. The study found that pleasure predicted short-term game preference while arousal predicted long-term game preference. Pleasure also strongly predicted playing time, while arousal only contributed to long-term playing time. The study was not able to accurately measure the effects of dominance on gameplay or preferences.

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Paper: Power me Up!: an interactive and physiological perspective on videogames’ temporary bonus rewards

Lego Mad Scientist in Dead Space


Luís Duarte and Luís Carriço. 2012. Power me Up!: an interactive and physiological perspective on videogames’ temporary bonus rewards. In Proceedings of the 4th International Conference on Fun and Games (FnG ’12). ACM, New York, NY, USA, 55-63. DOI=10.1145/2367616.2367623 http://doi.acm.org/10.1145/2367616.2367623


In this paper, an experiment is presented that examines how players of a single player mobile videogame react to two different types of temporary bonuses. To accomplish this, the authors created a Continue reading

Paper: Affective videogames and modes of affective gaming: assist me, challenge me, emote me

Reference Information

Gilleade, Kiel and Dix, Alan and Allanson, Jen (2005) Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me. In: DiGRA 2005: Changing Views – Worlds in Play. (PDF)


This paper introduces how physiological signals can be used by a gaming system to dynamically change a game’s content, which they define as affective gaming. Within this context, the authors compare two different feedback techniques: biofeedback, and affective feedback. Continue reading