Implicit and explicit biofeedback in a first-person shooter game was evaluated in 36 subjects using psycho-physiological and game-play measures, though specific results were not reported.
This study provides an experimental framework to evaluate the impact of implicit and explicit biofeedback on human-computer interaction in gaming.
To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeated the two biofeedback stages when given explicit information on the biofeedback. The biofeedback conditions were respiration and skin-conductance (EDA) adaptations. Adaptation targets were four balanced player avatar attributes. We collected data with psycho¬physiological measures (electromyography, respiration, and EDA), a game experience questionnaire, and game-play measures.
Kuikkaniemi et al. (Sat,) reported a other. Implicit and explicit biofeedback vs. Simulation-based comparison was evaluated on Psycho-physiological measures, game experience, and game-play measures. Implicit and explicit biofeedback in a first-person shooter game was evaluated in 36 subjects using psycho-physiological and game-play measures, though specific results were not reported.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: