Game Fun Prediction Based on Frequency Domain Physiological Signals: Observational Study

Author:

Xu Yeong-Yuh1,Shih Chi-Huang2,You Yan-Ting2

Affiliation:

1. Department of Artificial Intelligence and Computer Engineering, National Chin-Yi University of Technology, Taichung 411, Taiwan

2. Department of Computer Science and Information Engineering, National Chin-Yi University of Technology, Taichung 411, Taiwan

Abstract

Traditionally, the subjective questionnaire collected from game players is regarded as a primary tool to evaluate a video game. However, the subjective evaluation result may vary due to individual differences, and it is not easy to provide real-time feedback to optimize the user experience. This paper aims to develop an objective game fun prediction system. In this system, the wearables with photoplethysmography (PPG) sensors continuously measure the heartbeat signals of game players, and the frequency domain heart rate variability (HRV) parameters can be derived from the inter-beat interval (IBI) sequence. Frequency domain HRV parameters, such as low frequency(LF), high frequency(HF), and LF/HF ratio, highly correlate with the human’s emotion and mental status. Most existing works on emotion measurement during a game adopt time domain physiological signals such as heart rate and facial electromyography (EMG). Time domain signals can be easily interfered with by noises and environmental effects. The main contributions of this paper include (1) regarding the curve transition and standard deviation of LF/HF ratio as the objective game fun indicators and (2) proposing a linear model using objective indicators for game fun score prediction. The self-built dataset in this study involves ten healthy participants, comprising 36 samples. According to the analytical results, the linear model’s mean absolute error (MAE) was 4.16%, and the root mean square error (RMSE) was 5.07%. While integrating this prediction model with wearable-based HRV measurements, the proposed system can provide a solution to improve the user experience of video games.

Funder

Taiwan National Science and Technology Council

Publisher

MDPI AG

Subject

Electrical and Electronic Engineering,Biochemistry,Instrumentation,Atomic and Molecular Physics, and Optics,Analytical Chemistry

Reference34 articles.

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2. Soares, R.T., Sarmanho, E., Miura, M., Barros, T., Jacobi, R., and Castanho, C. (2017, January 2–4). Biofeedback Sensors in Electronic Games: A Practical Evaluation. Proceedings of the 2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), Curitiba, Brazil.

3. Applications of Biological and Physiological Signals in Commercial Video Gaming and Game Research: A Review;Alayna;Front. Comput. Sci.,2021

4. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience, Harper & Row.

5. Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety, Jossey-Bass.

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