The psychophysiology of flow: A systematic review of peripheral nervous system features

MT Knierim, R Rissler, V Dorner, A Maedche… - Information Systems and …, 2018 - Springer
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 …

The arousal video game annotation (AGAIN) dataset

D Melhart, A Liapis… - IEEE Transactions on …, 2022 - ieeexplore.ieee.org
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 …

A video-game-based method to induce states of high and low flow

F Joessel, S Pichon, D Bavelier - Behavior research methods, 2024 - Springer
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 …

The impact of rewards and trait reward responsiveness on player motivation

C Phillips, D Johnson, M Klarkowski, MJ White… - Proceedings of the …, 2018 - dl.acm.org
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 …

The revised game engagement model: capturing the subjective gameplay experience

K Procci, CA Bowers, F Jentsch, VK Sims… - Entertainment …, 2018 - Elsevier
Materials and methods Experienced Minecraft players were recruited for this study. These
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 …

Videogame reward types

C Phillips, D Johnson, P Wyeth - … of the first international conference on …, 2013 - dl.acm.org
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 …

Using fNIRS to Assess Cognitive Activity During Gameplay

M Klarkowski, M Causse, A Duprès… - Proceedings of the …, 2022 - dl.acm.org
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 …

Quantifying time perception during virtual reality gameplay using a multimodal biosensor-instrumented headset: a feasibility study

MA Moinnereau, AA Oliveira, TH Falk - Frontiers in Neuroergonomics, 2023 - frontiersin.org
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 …

Scoping review of bioelectrical signals uses in videogames for evaluation purposes

A Calvo-Morata, M Freire, I Martínez-Ortiz… - IEEE …, 2022 - ieeexplore.ieee.org
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 …