A Cognitive and Affective Neuroergonomics Approach to Game Design

Author:

Chamberland Cindy1,Grégoire Mathieu12,Michon Pierre-Emmanuel1,Gagnon Jean-Christophe3,Jackson Philip L.12,Tremblay Sébastien2

Affiliation:

1. CIRRIS, Québec, Canada

2. Université Laval, Québec, Canada

3. Ubisoft Québec, Québec, Canada

Abstract

While the usefulness of games extends beyond their entertainment value, the act of playing a game remains essentially tied to its positive experience. Techniques to assess the player’s experience have greatly improved in the past decade, yet several challenges remain such as identifying objective and dynamic measures that reflect the player’s emotions during the game. In this paper, we describe an innovative approach to capture the player’s experience that relies on cognitive sciences and affective neuroscience. Our research endeavor is to contribute to the development of systems capable of predicting the player’s fun based on psychophysiology and in-game behaviors, and adapting the game to maximize that value. We present a use case of our techniques to elicit the player’s affective and cognitive states using an online strategic card game. Preliminary results revealed that electrodermal and respiratory activities were positively associated to the casual gamers’ affective and cognitive states. Such findings suggest that psychophysiological metrics combined with behavioural measures offer a promising avenue to assess the player’s experience in a comprehensive and objective manner.

Publisher

SAGE Publications

Subject

General Medicine,General Chemistry

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1. Towards Everyday Physiological Monitoring: A Sock Prototype for Electrodermal Activity Measurements;2024 9th International Conference on Smart and Sustainable Technologies (SpliTech);2024-06-25

2. A Systematic Review of Cognitive Ergonomics And Safety: General Trends And Application Areas;Gazi Üniversitesi Fen Bilimleri Dergisi Part C: Tasarım ve Teknoloji;2023-12-28

3. A review of the effect of the light environment of the VDT workspace on the “learning to learn” effect of video game training;Frontiers in Neuroscience;2023-02-24

4. Video Game Design for Learning to Learn;International Journal of Human–Computer Interaction;2022-08-23

5. FUNii: The Physio-Behavioural Adaptive Video Game;Augmented Cognition;2019

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