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Affective gaming: measuring emotion through the gamepad
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Source Conference on Human Factors in Computing Systems archive
CHI '03 extended abstracts on Human factors in computing systems table of contents
Ft. Lauderdale, Florida, USA
SESSION: Short talks-Specialized section: emotion table of contents
Pages: 732 - 733  
Year of Publication: 2003
ISBN:1-58113-637-4
Authors
Jonathan Sykes  Glasgow Caledonain University, Glasgow
Simon Brown  Glasgow Caledonain University, Glasgow
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 19,   Downloads (12 Months): 127,   Citation Count: 11
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ABSTRACT

In search of suitable methods for measuring the affective state of video-game players, this study investigates the hypothesis that the player's state of arousal will correspond with the pressure used to depress buttons on a gamepad. A video game was created that would detect the force of each button press during play. It was found that as the difficulty level of the game increased, players would hit the gamepad buttons significantly harder.


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.

 
1
Bersak, D., McDarby, G., Augenblick, N., McDarby, P., McDonnell, D., McDonald, B., & Karkun, R. Intelligent Biofeedback using an Immersive Competitive Environment. Online Proceedings for the Designing Ubiquitous Computing Games Workshop (Atlanta GA, Sept 2001), available at: www.viktoria.se/play/workshops/ubigame.ubicomp
 
2
Clynes, D.M. Sentics: The touch of the emotions. Anchor Press, US. 1977
 
3
O'Hair, D.E. Biofeedback: Review, History and Application. Available at: www.users.cts.com/crash/d/deohair/psychoph.html
 
4
 
5
Zen Warriors, available at www.play-ground.co.uk

CITED BY  11

Collaborative Colleagues:
Jonathan Sykes: colleagues
Simon Brown: colleagues