Saturday, November 26, 2011

Paper Reading #18: Biofeedback game design: using direct and indirect physiological control to enhance game interaction

References
Lennart Erik Nacke, Michael Kalyn, Calvin Lough, and Regan Lee Mandryk "Biofeedback game design: using direct and indirect physiological control to enhance game interaction". UIST '10 Proceedings of the 23rd annual ACM symposium on User interface software and technology.  ACM New York, NY, USA ©2010. 
 
Author Bios
Lennart Erik Nacke is an assistant professor for HCI and Game Science at University of Ontario Institute of Technology.

Michael Kalyn is currently a graduate student in Computer Engineering at the University of Saskatchewan. 

Calvin Lough is a student at the University of Saskatchewan

Regan Lee Mandryk is an associate professor at the University of Saskatchewan.

Summary 
  • Hypothesis -They hypothesized that they can increase the enjoyment of video games by using physiological input to change the dynamics of the game.
  • Method - The study consisted of 3 versions; the first was a control, where physiological input was not included. The second two used physiological input to augment a game controller for a  shooter game. After playing each version, the players were asked to fill out a questionnaire about their experiences.
  • Results - The participants preferred when physiological input was mapped to more natural inputs, like flexing muscles to get more power out of something (jumping, for instance). They enjoyed the increased level of involvement, but they also expressed concern that it made gameplay more complicated. They also commented that it was a novel idea and that some of the sensors had a learning curve; however, once the learning curve was passed, it was on the whole a more rewarding experience.
  • Content -The authors of this paper developed a simplistic shooter game that integrated physiological input with controllers. It explored the learning of new methods of controlling a game, and how the players were able to use them effectively. They concluded that physiological sensors can increase the enjoyment of video games. The indirect controls were shown to not be as enjoyable, as they did not present instant feedback.
 Discussion
This is the direction I've been expecting gaming to go for a long time. They already have certain aspects of physiological feedback in games, such as using music to increase a person's anxiety or excitement levels; it was only a matter of time before they started using physiological input to change the way a character moves or the way something can be used. In particular, breathing too hard in a stealthy game could cause enemies to become aware of you more easily; being more relaxed while sniping could decrease reticle movement, and so on. I'm ready for this type of thing to be implemented on a wide scale.

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