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 →
I want to take a look at one particular variables which seems to be of interest to affective games, and propose another variable which I have not seen discussed much in the space. These are heart-rate variability and respiratory sinus arrhythmia. Although these values are heavily interdependent, heart rate variability extends for the entire duration of the heart beat modulation, while the latter is strictly in terms of the arrhythmia observed during respiration.
There is considerable evidence showing a relationship between emotional factors, one case in particular being depression, with Continue reading →
Stefano Gualeni, Dirk Janssen, and Licia Calvi. 2012. How psychophysiology can aid the design process of casual games: a tale of stress, facial muscles, and paper beasts. In Proceedings of the International Conference on the Foundations of Digital Games (FDG ’12). http://doi.acm.org/10.1145/2282338.2282369
In this paper, the authors performed experiments involving measuring participants’ physiological state, while they Continue reading →