Skip to main content

Physiological Measures in Game User Research

  • Chapter
  • First Online:
Game User Experience And Player-Centered Design

Abstract

The subjective experience of emotions which is usually caused by a specific stimulus either real or virtual typically gets accompanied by physiological and behavioral changes in the body. An essential part of the gaming experience is formed by emotional responses, as physiological responses are not affected by subjective tendencies, considering those physiological responses may contribute to the insights of game user research. In this chapter, the origins of psychophysiological responses will be examined on a theoretical basis along with a review of the psychophysiological measurement methods previously employed in the game studies. We will explore their relationship with emotional responses as well as their correspondence with the self-report based evaluations.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Alkan S, Cagiltay K (2007) Studying computer game learning experience through eye tracking. British Journal of Educational Technology, 38(3), pp 538–542

    Article  Google Scholar 

  • Allison BZ, Polich J (2008) Workload assessment of computer gaming using a single-stimulus event-related potential paradigm. Biological psychology, 77(3), pp 277–283

    Article  Google Scholar 

  • Anwar SM, Saeed SMU, Majid M (2016, December) Classification of Expert-Novice Level of Mobile Game Players Using Electroencephalography. In 2016 International Conference on Frontiers of Information Technology (FIT). IEEE, pp 315–318

    Google Scholar 

  • Balconi M, Lucchiari C (2006) EEG correlates (event-related desynchronization) of emotional face elaboration: a temporal analysis. Neuroscience letters, 392(1-2), pp 118–123

    Article  Google Scholar 

  • Balconi M, Mazza G (2009) Brain oscillations and BIS/BAS (behavioral inhibition/activation system) effects on processing masked emotional cues.: ERS/ERD and coherence measures of alpha band. International Journal of Psychophysiology, 74(2), pp 158–165

    Article  Google Scholar 

  • Ballard ME, Wiest JR (1996) Mortal Kombat (tm): The Effects of Violent Videogame Play on Males’ Hostility and Cardiovascular Responding 1. Journal of Applied Social Psychology, 26(8), pp 717–730

    Article  Google Scholar 

  • Boucsein W (2012) Electrodermal activity. Springer Science & Business Media.

    Google Scholar 

  • Braithwaite JJ, Watson DG, Jones R, Rowe M (2013) A guide for analysing electrodermal activity (EDA) & skin conductance responses (SCRs) for psychological experiments. Psychophysiology, 49(1), pp 1017–1034

    Google Scholar 

  • Cabanac M (2002) What is emotion?. Behavioural processes, 60(2), pp 69–83

    Article  Google Scholar 

  • Critchley H, Nagai Y (2013) Electrodermal Activity (EDA). In: Gellman M.D., Turner J.R. (eds) Encyclopedia of Behavioral Medicine. Springer, New York, NY

    Google Scholar 

  • Decety J, Jackson PL, Sommerville JA, Chaminade T, Meltzoff, AN (2004) The neural bases of cooperation and competition: an fMRI investigation. Neuroimage, 23(2), pp 744–751

    Article  Google Scholar 

  • Dimberg U, Petterson M (2000) Facial reactions to happy and angry facial expressions: Evidence for right hemisphere dominance. Psychophysiology, 37(5), pp 693–696

    Article  Google Scholar 

  • Dimberg U, Thunberg M (1998) Rapid facial reactions to emotional facial expressions. Scandinavian journal of psychology, 39(1), pp 39–45

    Article  Google Scholar 

  • Drachen A, Nacke LE, Yannakakis G, Pedersen AL (2010, July) Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. In Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games. ACM, pp 49–54

    Google Scholar 

  • Duchowski AT (2007) Eye tracking methodology. Theory and practice, 328(614), pp 2–3

    Google Scholar 

  • Egan D, Brennan S, Barrett J, Qiao Y, Timmerer C, Murray N (2016, June) An evaluation of Heart Rate and ElectroDermal Activity as an objective QoE evaluation method for immersive virtual reality environments. In 2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, pp 1–6

    Google Scholar 

  • Ekman P, Oster H (1979) Facial expressions of emotion. Annual review of psychology, 30(1), pp 527–554

    Article  Google Scholar 

  • Ekman P, Levenson RW, Friesen WV (1983) Autonomic nervous system activity distinguishes among emotions. Science, 221(4616), pp 1208–1210

    Article  Google Scholar 

  • Fridlund AJ (1988) What can asymmetry and laterality in EMG tell us about the face and brain?. International Journal of Neuroscience, 39(1-2), pp 53–69

    Article  Google Scholar 

  • Gentile DA, Bender PK, Anderson CA (2017) Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. Computers in Human Behavior, 70, pp 39–43

    Article  Google Scholar 

  • Goldberg JH, Kotval XP (1999) Computer interface evaluation using eye movements: methods and constructs. International Journal of Industrial Ergonomics, 24(6), pp 631–645

    Google Scholar 

  • Granato M, Gadia D, Maggiorini D, Ripamonti LA (2017, December) Emotions detection through the analysis of physiological information during video games fruition. In International Conference on Games and Learning Alliance. Springer, Cham, pp 197–207

    Google Scholar 

  • Granholm EE, Steinhauer SR (2004) Pupillometric measures of cognitive and emotional processes. International Journal of Psychophysiology.

    Google Scholar 

  • Hazlett RL (2006, April) Measuring emotional valence during interactive experiences: boys at video game play. In Proceedings of the SIGCHI conference on Human Factors in computing systems. ACM, pp 1023–1026

    Google Scholar 

  • Hazlett RL (2008) Using biometric measurement to create emotionally compelling games. Game usability: Advice from the experts for advancing the player experience, pp 187–206

    Google Scholar 

  • Järvinen, A. (2008). Understanding video games as emotional experiences. In The Video Game Theory Reader 2 (pp. 85-108). Routledge.

    Google Scholar 

  • Jordan J, Slater M (2009) An analysis of eye scanpath entropy in a progressively forming virtual environment. Presence: Teleoperators and Virtual Environments, 18(3), pp 185–199

    Article  Google Scholar 

  • Kallinen K, Salminen M, Ravaja N, Kedzior R, Sääksjärvi M (2007) Presence and emotion in computer game players during 1st person vs. 3rd person playing view: Evidence from self-report, eye-tracking, and facial muscle activity data. Proceedings of the PRESENCE, 187, 190.

    Google Scholar 

  • Kim, Y., Kim, H. J., Kim, E. N., Ko, H. D., & Kim, H. T. 2005. Characteristic changes in the physiological components of cybersickness. Psychophysiology, 42(5), pp 616–625

    Google Scholar 

  • Kivikangas JM, Ravaja N (2013) Emotional responses to victory and defeat as a function of opponent. IEEE Transactions on Affective Computing, 4(2), pp 173–182

    Article  Google Scholar 

  • Kivikangas, J. M., Chanel, G., Cowley, B., Ekman, I., Salminen, M., Järvelä, S., & Ravaja, N. (2011). A review of the use of psychophysiological methods in game research. journal of gaming & virtual worlds, 3(3), 181–199

    Google Scholar 

  • Klarkowski M, Johnson D, Wyeth P, Phillips C, Smith S (2016, May) Psychophysiology of challenge in play: EDA and self-reported arousal. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM, pp 1930–1936

    Google Scholar 

  • Klasen M, Zvyagintsev M, Weber R, Mathiak KA, Mathiak K (2008, October) Think aloud during fMRI: neuronal correlates of subjective experience in video games. In International Conference on Fun and Games. Springer, Berlin, Heidelberg, pp 132–138

    Chapter  Google Scholar 

  • Kleinginna PR, Kleinginna AM (1981) A categorized list of emotion definitions, with suggestions for a consensual definition. Motivation and emotion, 5(4), pp 345–379

    Article  Google Scholar 

  • Kneer J, Elson M, Knapp F (2016) Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. Computers in Human Behavior, 54, pp 142–148

    Article  Google Scholar 

  • Lang PJ (1995) The emotion probe: studies of motivation and attention. American psychologist, 50(5), p 372

    Article  Google Scholar 

  • Lécuyer A, Lotte F, Reilly RB, Leeb R, Hirose M, Slater M (2008) Brain-computer interfaces, virtual reality, and videogames. Computer, 41(10), pp 66–72

    Article  Google Scholar 

  • Lim S, Reeves B (2010) Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player. International Journal of Human-Computer Studies, 68(1-2), pp 57–68

    Article  Google Scholar 

  • Liu Y, Sourina O, Hou X (2014, October) Neurofeedback games to improve cognitive abilities. In 2014 International Conference on Cyberworlds. IEEE, pp 161–168

    Google Scholar 

  • Marieb EN (2010) Essentials of human anatomy and physiology pp. Pearson San Francisco, pp 356–393

    Google Scholar 

  • McMahan T, Parberry I, Parsons TD (2015) Evaluating player task engagement and arousal using electroencephalography. Procedia Manufacturing, 3, pp 2303–2310

    Google Scholar 

  • Meehan M, Insko B, Whitton M, Brooks FP Jr (2002) Physiological measures of presence in stressful virtual environments. In T. Appolloni (Ed.), Proceedings of SIGGRAPH 2002, San Antonio. Also in ACM Transactions on Graphics. New York: ACM Press.

    Google Scholar 

  • Meehan M, Razzaque S, Insko B, Whitton M, Brooks FP Jr (2005) A review of four studies on the use of physiological reaction as a measure of presence in stressful virtual environments. Applied Psychophysiology and Biofeedback, 30, pp 239–258

    Article  Google Scholar 

  • Mendenhall Z, Saad G, Nepomuceno MV (2010) Homo virtualensis: Evolutionary psychology as a tool for studying video games. In Evolutionary Psychology and Information Systems Research. Springer, Boston, MA, pp 305–328

    Google Scholar 

  • Mirza-Babaei P, Nacke LE, Gregory J, Collins N, Fitzpatrick G (2013, April) How does it play better?: exploring user testing and biometric storyboards in games user research. In Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 1499–1508

    Google Scholar 

  • Mojzisch A, Schilbach L, Helmert JR, Pannasch S, Velichkovsky BM, Vogeley K (2006) The effects of self-involvement on attention, arousal, and facial expression during social interaction with virtual others: A psychophysiological study. Social neuroscience, 1(3-4), pp 184–195

    Google Scholar 

  • Mueller SC, Jackson CP, Skelton RW (2008) Sex differences in a virtual water maze: An eye tracking and pupillometry study. Behavioural brain research, 193(2), pp 209–215

    Google Scholar 

  • Nacke LE, Grimshaw MN, Lindley CA (2010) More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Interacting with computers, 22(5), pp 336–343

    Article  Google Scholar 

  • Neave N (2008) Hormones and behaviour: a psychological approach. Cambridge University Press, p 24

    Google Scholar 

  • Nicolas-Alonso LF, Gomez-Gil J (2012) Brain computer interfaces, a review. sensors, 12(2), pp 1211–1279

    Google Scholar 

  • Nijholt A, Bos DPO, Reuderink B (2009) Turning shortcomings into challenges: Brain–computer interfaces for games. Entertainment computing, 1(2), pp 85–94

    Article  Google Scholar 

  • Nunez PL, Srinivasan R (2006) Electric fields of the brain: the neurophysics of EEG. Oxford University Press, USA.

    Google Scholar 

  • Parsinejad P, Sipahi R (2017) Analysis of subjects’ vulnerability in a touch screen game using behavioral metrics. Applied psychophysiology and biofeedback, 42(4), pp 269–282

    Article  Google Scholar 

  • Peperkorn HM, Diemer J, Mühlberger A (2015). Temporal dynamics in the relation between presence and fear in virtual reality. Computers in Human Behavior, 48, pp 542–547

    Article  Google Scholar 

  • Pinel JP, Steven Barnes (2017) Biopsychology. Pearson education.

    Google Scholar 

  • Plouzeau J, Chardonnet JR, Merienne F (2018) Using Cybersickness Indicators to Adapt Navigation in Virtual Reality: A Pre-study. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, pp 661–662

    Google Scholar 

  • Ravaja N (2004) Contributions of psychophysiology to media research: Review and recommendations. Media Psychology, 6(2), pp 193–235

    Article  Google Scholar 

  • Ravaja N (2009) The psychophysiology of digital gaming: The effect of a non co-located opponent. Media Psychology, 12(3), pp 268–294

    Article  Google Scholar 

  • Ravaja N, Salminen M, Holopainen J, Saari T, Laarni J, Järvinen A (2004, October) Emotional response patterns and sense of presence during video games: Potential criterion variables for game design. In Proceedings of the third Nordic conference on Human-computer interaction. ACM, pp 339–347

    Google Scholar 

  • Ravaja, N., Saari, T., Turpeinen, M., Laarni, J., Salminen, M., & Kivikangas, M. (2006). Spatial presence and emotions during video game playing: Does it matter with whom you play?. Presence: Teleoperators and Virtual Environments, 15(4), 381-392.

    Google Scholar 

  • Ravaja N, Turpeinen M, Saari T, Puttonen S, Keltikangas-Järvinen L (2008) The psychophysiology of James Bond: Phasic emotional responses to violent video game events. Emotion, 8(1), p 114

    Article  Google Scholar 

  • Reuderink B, Mühl C, Poel M (2013) Valence, arousal and dominance in the EEG during game play. International journal of autonomous and adaptive communications systems, 6(1), pp 45–62

    Article  Google Scholar 

  • Sharma M, Kacker S, Sharma, M (2016) A brief introduction and review on galvanic skin response. Int J Med Res Prof, 2, pp 13–17

    Google Scholar 

  • Shin M, Heard R, Suo C, Chow CM (2012) Positive emotions associated with “Counter-Strike” game playing. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 1(5), pp 342–347

    Google Scholar 

  • Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators & Virtual Environments, 9(5), 413-434.

    Google Scholar 

  • Sztajzel J (2004) Heart rate variability: a noninvasive electrocardiographic method to measure the autonomic nervous system. Swiss medical weekly, 134(35-36), pp 514–522

    Google Scholar 

  • Tafalla RJ (2007) Gender Differences in Cardiovascular Reactivity and Game Performance Related to Sensory Modality in Violent Video Game Play 1. Journal of Applied Social Psychology, 37(9), pp 2008–2023

    Article  Google Scholar 

  • Tan CT, Leong TW, Shen S, Dubravs C, Si C (2015, October) Exploring gameplay experiences on the Oculus Rift. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. ACM, pp 253–263

    Google Scholar 

  • Terkildsen T, Makransky G (2019) Measuring presence in video games: An investigation of the potential use of physiological measures as indicators of presence. International Journal of Human-Computer Studies, 126, pp 64–80

    Article  Google Scholar 

  • Van Boxtel A (2010, August) Facial EMG as a tool for inferring affective states. In Proceedings of measuring behavior. Wageningen: Noldus Information Technology, pp 104–108

    Google Scholar 

  • Wang Q, Sourina O, Nguyen MK (2010, October) EEG-based “serious” games design for medical applications. In 2010 International Conference on Cyberworlds. IEEE, pp 270–276

    Google Scholar 

  • Weber R, Behr KM, Tamborini R, Ritterfeld U, Mathiak K (2009) What do we really know about first-person-shooter games? An event-related, high-resolution content analysis. Journal of Computer-Mediated Communication, 14(4), pp 1016–1037

    Article  Google Scholar 

  • Wiederhold BK, Jang DP, Kaneda M, Cabral I, Lurie, Y, May T, Kim IY, Wiederhold MD, Kim SI (2003) An investigation into physiological responses in virtual environments: An objective measurement of presence. In G. Riva & C. Galimberti (Eds.), Towards CyberPsychology: Mind, cognitions and society in the internet age. Amsterdam: IOS Press.

    Google Scholar 

  • Zhang J, Gao X (2014) Background music matters: Why video games lead to increased aggressive behavior?. Entertainment Computing, 5(2), pp 91–100

    Article  Google Scholar 

Ludography

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ecehan Akan .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Akan, E., Berkman, M.İ. (2020). Physiological Measures in Game User Research. In: Bostan, B. (eds) Game User Experience And Player-Centered Design. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-030-37643-7_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-37643-7_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-37642-0

  • Online ISBN: 978-3-030-37643-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics