TY - GEN
T1 - Behind the Door
T2 - 18th International Conference on the Foundations of Digital Games, FDG 2023
AU - Ferreira, Marta
AU - Pinha, Ana
AU - Fonseca, Micaela
AU - Lopes, Phil
N1 - info:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F05380%2F2020/PT#
Funding Information:
This work is supported by Fundação para a Ciência e Tecnologia (FCT), under Project PlayersAll: media agency and empowerment (EXPL/COM-OUT/088 2/2021).
Publisher Copyright:
© 2023 Owner/Author.
PY - 2023/4
Y1 - 2023/4
N2 - Video games are increasingly present and are currently a dominant vehicle not only for entertainment, but also for information. This position has generated a rapid growth and consequent increase in competitiveness in the game development industry, which has required the exploration of new techniques to engage users. Considering the crucial role of emotions in this domain, an increasingly appreciated approach is the integration of psychophysiology in this context. This project is thus included in the field of psychophysiological analysis, framed within the branch of video games, and consists of the study of different actions and how they can influence emotional intensity. To understand the emotional reactions of players, two versions of a horror game in virtual reality were created, which differ in the way users interact with doors along a virtual scenario. The objective of this work is to understand if more intricate interactions can increase the intensity of human bodily reactions. Thus, to observe this potential phenomenon physiological data was acquired: electrodermal activity, electrocardiogram and respiration; in addition to self-reported questionnaires. Results showed that the version that had a more positive global evaluation by the participants was also the one that presented a higher variation in some physiological indicators, such as heart rate and respiratory signal amplitude. Despite this, no significant differences were observed between both versions, indicating that further study is necessary for any in-depth conclusions.
AB - Video games are increasingly present and are currently a dominant vehicle not only for entertainment, but also for information. This position has generated a rapid growth and consequent increase in competitiveness in the game development industry, which has required the exploration of new techniques to engage users. Considering the crucial role of emotions in this domain, an increasingly appreciated approach is the integration of psychophysiology in this context. This project is thus included in the field of psychophysiological analysis, framed within the branch of video games, and consists of the study of different actions and how they can influence emotional intensity. To understand the emotional reactions of players, two versions of a horror game in virtual reality were created, which differ in the way users interact with doors along a virtual scenario. The objective of this work is to understand if more intricate interactions can increase the intensity of human bodily reactions. Thus, to observe this potential phenomenon physiological data was acquired: electrodermal activity, electrocardiogram and respiration; in addition to self-reported questionnaires. Results showed that the version that had a more positive global evaluation by the participants was also the one that presented a higher variation in some physiological indicators, such as heart rate and respiratory signal amplitude. Despite this, no significant differences were observed between both versions, indicating that further study is necessary for any in-depth conclusions.
KW - Affective Gaming
KW - electrocardiogram
KW - electrodermal activity
KW - human-computer interaction
KW - respiration
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85153565266&partnerID=8YFLogxK
U2 - 10.1145/3582437.3582482
DO - 10.1145/3582437.3582482
M3 - Conference contribution
AN - SCOPUS:85153565266
T3 - ACM International Conference Proceeding Series
BT - Foundations of Digital Games 2023 (FDG 2023), April 12–14, 2023, Lisbon, Portugal
A2 - Lopes, Phil
A2 - Luz, Filipe
A2 - Liapis, Antonios
A2 - Engstrom, Henrik
PB - ACM - Association for Computing Machinery
CY - New York
Y2 - 11 April 2023 through 14 April 2023
ER -