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Objectively evaluating entertainment technology
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
SESSION: Doctoral consortium table of contents
Pages: 1057 - 1058  
Year of Publication: 2004
ISBN:1-58113-703-6
Author
Regan Lee Mandryk  Simon Fraser University, Burnaby, BC
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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Downloads (6 Weeks): 3,   Downloads (12 Months): 37,   Citation Count: 2
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ABSTRACT

Emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. Evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren't robust. This research uses previous literature and empirical results to create a methodology for objective evaluation of entertainment technology. By gathering physiological data in the context of game play, we intend to correlate physiological responses with subjective reports and with game events. This framework would be a powerful tool used by designers, developers, and researchers to inform their design and evaluate their decisions.


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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Ekman, P., R.W. Levenson, and W.V. Friesen. (1983). Autonomic Nervous System Activity Distinguishes among Emotions. Science, 221(4616), 1208--1210.
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Scott, S.D., R.L. Mandryk, and K.M. Inkpen. (2003). Understanding Children's Collaborative Interactions in Shared Environments. Journal of Computer Assisted Learning, 19(2), 220--228.
 
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