EngageMon

Author:

Huynh Sinh1,Kim Seungmin2,Ko JeongGil2,Balan Rajesh Krishna1,Lee Youngki1

Affiliation:

1. School of Information Systems, Singapore Management University, Singapore, Singapore

2. Department of Computer Engineering, Ajou University, Woncheon-dong, Yeongtong-gu, Suwon, South Korea

Abstract

Understanding the engagement levels players have with a game is a useful proxy for evaluating the game design and user experience. This is particularly important for mobile games as an alternative game is always just an easy download away. However, engagement is a subjective concept and usually requires fine-grained highly disruptive interviews or surveys to determine accurately. In this paper, we present EngageMon, a first-of-its-kind system that uses a combination of sensors from the smartphone (touch events), a wristband (photoplethysmography and electrodermal activity sensor readings), and an external depth camera (skeletal motion information) to accurately determine the engagement level of a mobile game player. Our design was guided by feedback obtained from interviewing 22 mobile game developers, testers, and designers. We evaluated EngageMon using data collected from 64 participants (54 in a lab-setting study and another 10 in a more natural setting study) playing six games from three different categories including endless runner, 3D motorcycle racing, and casual puzzle. Using all three sets of sensors, EngageMon was able to achieve an average accuracy of 85% and 77% under cross-sample and cross-subject evaluations respectively. Overall, EngageMon can accurately determine the engagement level of mobiles users while they are actively playing a game.

Funder

National Research Foundation of Korea (NRF) funded by the Ministry of Science and ICT

National Research Foundation, Prime Minister's Office, Singapore under its IDM Futures Funding Initiative

DGIST Research and Development Program (CPS Global Center) for the project Identifying Unmet Requirements for Future Wearable Devices in Designing Autonomous Clinical EventDetection Applications

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Hardware and Architecture,Human-Computer Interaction

Reference40 articles.

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2. Wolfram Boucsein. 2012. Electrodermal activity. Springer Science 8 Business Media. Wolfram Boucsein. 2012. Electrodermal activity. Springer Science 8 Business Media.

3. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing

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