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Measuring emotional valence during interactive experiences: boys at video game play
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Source Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human Factors in computing systems table of contents
Montréal, Québec, Canada
SESSION: Novel methods: emotions, gestures, events table of contents
Pages: 1023 - 1026  
Year of Publication: 2006
ISBN:1-59593-372-7
Author
Richard L. Hazlett  Johns Hopkins University School of Medicine, Baltimore, MD
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper describes the use of facial electromyography (EMG) as a measure of positive and negative emotional valence during interactive experience. Thirteen boys played a car racing video game on an Xbox platform while facial EMG data were collected. Through video review positive and negative events during play were identified. The zygomaticus muscle EMG, which controls smiling, was found to be significantly greater during positive events as compared to negative. The corrugator muscle EMG, which controls frowning, was found to be significantly greater during negative events. The results of this study demonstrate that positive valence can be measured during interactive experiences with physiologic measures. This study also found that the corrugator EMG can still measure negative valence during high intensity interactive play in spite of the confounding factor of mental effort. These methods appear useful for associating the player's emotion with game events, and could be applied to HCI in general.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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