scholarly journals Using in-game biofeedback to induce player serenity

2021 ◽  
Author(s):  
◽  
Kunyang Ji

<p>Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate more complex emotions. As a new dimension of player input, biofeedback (University of Maryland Baltimore Washington Medical Center, 2015) can be used to track a player’s body signals in real-time. This biofeedback can impact a player’s experience during gameplay and making a game affective.  This research aims to design game mechanics to connect game environments with a player’s physiological data, and to thereby trigger a serene gameplay experience. The development process was based on 1) game design strategies for inducing serenity, 2) design methods for biofeedback interaction in video games. Combined with these theoretical approaches, this research followed an iterative design process by prototyping, observations, individual interviews, questionnaires, and data analysis.  The player’s physiological information was detected through three types of sensor: A heart rate (HR) sensor, a galvanic skin response (GSR) sensor, and a webcam with a software library for facial expressions. The game system adopted certain design elements such as color schemes to communicate the biological information these sensors gathered.  There are two hypotheses in this research. One is that the adjustments of the game environment based on the player's physiological information can impact the relationship between the player and the game. The other one is that changing the game environment’s color schemes according to the player’s physiological data can strengthen their emotions.  The final output was a brief (2-5 minutes) 3D exploration game attached with sensors to players. The game contained abstract nature-related visual elements and non-competitive mechanics that were applicable for biofeedback-based interaction. The result of final prototype showed that the nature-related elements and the adjustments of the color schemes in the game helped make players feel serene. The biofeedback-based interactions were effective because they helped some players feel more connected to the game. Ultimately, this work is expected to make the player experience more personal rather than generic and improve the game’s replayability.</p>

2021 ◽  
Author(s):  
◽  
Kunyang Ji

<p>Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate more complex emotions. As a new dimension of player input, biofeedback (University of Maryland Baltimore Washington Medical Center, 2015) can be used to track a player’s body signals in real-time. This biofeedback can impact a player’s experience during gameplay and making a game affective.  This research aims to design game mechanics to connect game environments with a player’s physiological data, and to thereby trigger a serene gameplay experience. The development process was based on 1) game design strategies for inducing serenity, 2) design methods for biofeedback interaction in video games. Combined with these theoretical approaches, this research followed an iterative design process by prototyping, observations, individual interviews, questionnaires, and data analysis.  The player’s physiological information was detected through three types of sensor: A heart rate (HR) sensor, a galvanic skin response (GSR) sensor, and a webcam with a software library for facial expressions. The game system adopted certain design elements such as color schemes to communicate the biological information these sensors gathered.  There are two hypotheses in this research. One is that the adjustments of the game environment based on the player's physiological information can impact the relationship between the player and the game. The other one is that changing the game environment’s color schemes according to the player’s physiological data can strengthen their emotions.  The final output was a brief (2-5 minutes) 3D exploration game attached with sensors to players. The game contained abstract nature-related visual elements and non-competitive mechanics that were applicable for biofeedback-based interaction. The result of final prototype showed that the nature-related elements and the adjustments of the color schemes in the game helped make players feel serene. The biofeedback-based interactions were effective because they helped some players feel more connected to the game. Ultimately, this work is expected to make the player experience more personal rather than generic and improve the game’s replayability.</p>


Author(s):  
Ian Endresen ◽  
Dan Nathan-Roberts

Decision-making performance in video games play a vital role in player success and frustration. As video games become more complex, designers will need to develop appropriate methods to assist players to address the increased learning requirements. To understand current research on player decisions and behaviors, a systematic review was performed, identifying 202 articles and fully analyzing a total of 14 studies. After the analysis of all studies, it was determined that efficient on-boarding and decision-making design strategies requires a multi-disciplinary approach. Future research should bridge the gap of independent disciplines into a cohesive methodology for effective video game design.


Author(s):  
Joan-Tomàs Pujolà

What is it? Gamification is a methodological strategy that uses “game design elements in non-game contexts” (Deterding, Dixon, Khaled, & Nacke, 2011, p. 10). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems (Kapp, 2012). There are other educational approaches that use playful components but are different from gamification, such as game-based learning or serious games. In those two cases, all kinds of games (digital video games, table games, outdoor games, etc.) or educational games are used to achieve a learning goal. Within the language learning area, Reinhardt (2019) opts for the global concept of ‘gamefulness’ which embraces all types of vernacular games, serious games, and gamification.


2021 ◽  
Author(s):  
Nicholas Dacre ◽  
Panos Constantinides ◽  
Joe Nandhakumar

Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their duties throughout their career. Such low levels of engagement are particularly prominent with younger employees, referred to as Generation Y (GenY), who are the least engaged of all groups at work. However, they will dedicate around five cumulative years of their life immersed playing video games such as ‘Clash of Clans’, whether for social, competitive, extrinsic, or intrinsic motivational factors. Using behavioural concepts derived from video games, and applying game design elements in business systems to motivate employees in the digital economy, is a concept which has come to be recognised as Business Gamification. Thus, the purpose of this research paper is to further our understanding of game design elements for business, and investigate their properties from design to implementation in gamified systems. Following a two-year ethnographic style study with both a system development, and a communication agency largely staffed with GenY employees, findings suggest properties in game design elements are emergent and temporal in their instantiations


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


2021 ◽  
Vol 10 (4) ◽  
pp. 1-28
Author(s):  
John Edison MUñOZ ◽  
Kerstin Dautenhahn

The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. This article proposes a scoping review to qualitatively examine the literature on the use of multiplayer games in HRI scenarios employing embodied robots aiming to find experimental patterns and common game design elements. We find that researchers have been using multiplayer games in a wide variety of applications in HRI, including training, entertainment and education, allowing robots to take different roles. Moreover, robots have included different capabilities and sensing technologies, and elements such as external screens or motion controllers were used to foster gameplay. Based on our findings, we propose a design taxonomy called Robo Ludens, which identifies HRI elements and game design fundamentals and classifies important components used in multiplayer HRI scenarios. The Robo Ludens taxonomy covers considerations from a robot-oriented perspective as well as game design aspects to provide a comprehensive list of elements that can foster gameplay and bring enjoyable experiences in HRI scenarios.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


Author(s):  
Meenu Sethu ◽  
Dan Nathan-Roberts

Traditional banks and financial institutions have witnessed a profound transformation to electronic banking with the rise of the internet over the last two decades. However, most digital banking customers do not feel that the activity of managing their money and making online transactions is exciting or enjoyable. The gamification of e-banking systems is a novel approach for promoting customer engagement that is gaining popularity. This work reviews the factors influencing the adoption of e-banking and how gamification can be used to improve customer engagement, loyalty, and financial wellbeing. An exploration of the most extensively used game design elements in gamified e-banking applications suggests that the use of certain game mechanics and characteristics can be effective in creating enjoyable banking experiences. Based on this research, a set of guidelines is provided for designers and practitioners for introducing game principles in e-banking applications.


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