The psychophysiology of flow: A systematic review of peripheral nervous system features
As information systems (IS) are increasingly able to induce highly engaging and interactive
experiences, the phenomenon of flow is considered a promising vehicle to understand IS …
experiences, the phenomenon of flow is considered a promising vehicle to understand IS …
The arousal video game annotation (AGAIN) dataset
How can we model affect in a general fashion, across dissimilar tasks, and to which degree
are such general representations of affect even possible? To address such questions and …
are such general representations of affect even possible? To address such questions and …
A video-game-based method to induce states of high and low flow
Flow has been defined as a state of full immersion that may emerge when the skills of a
person match the challenge of an activity. It is a special case of being on task, as during flow …
person match the challenge of an activity. It is a special case of being on task, as during flow …
The impact of rewards and trait reward responsiveness on player motivation
Despite rewards being seemingly ubiquitous in video games, there has been limited
research into their impact on the player experience. Informed by extant literature, we built a …
research into their impact on the player experience. Informed by extant literature, we built a …
The revised game engagement model: capturing the subjective gameplay experience
Materials and methods Experienced Minecraft players were recruited for this study. These
participants played Minecraft, either with strong immersive cues (high immersion) or with …
participants played Minecraft, either with strong immersive cues (high immersion) or with …
Physiological measures for game evaluation
R Mandryk, M Klarkowski - Game usability, 2022 - taylorfrancis.com
This chapter introduces the use of psychophysiology as behavioural measures for
evaluating games. We first describe what the various physiological measures are, which …
evaluating games. We first describe what the various physiological measures are, which …
Videogame reward types
This research has been conducted to ascertain the validity of existing videogame reward
categorisations. An overview of current videogame reward types is provided and the need …
categorisations. An overview of current videogame reward types is provided and the need …
Using fNIRS to Assess Cognitive Activity During Gameplay
This work explores the use of functional Near Infrared Spectroscopy (fNIRS) to assess
cognitive activity during videogame play, and compare it to cognitive activity during cognitive …
cognitive activity during videogame play, and compare it to cognitive activity during cognitive …
Quantifying time perception during virtual reality gameplay using a multimodal biosensor-instrumented headset: a feasibility study
We have all experienced the sense of time slowing down when we are bored or speeding
up when we are focused, engaged, or excited about a task. In virtual reality (VR), perception …
up when we are focused, engaged, or excited about a task. In virtual reality (VR), perception …
Scoping review of bioelectrical signals uses in videogames for evaluation purposes
Bioelectric signals can improve assessment in videogames by helping to better understand
user experience, evaluate attention, or study the cognitive and physical effects of games …
user experience, evaluate attention, or study the cognitive and physical effects of games …