[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2212776.2223795acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
extended-abstract

Biometric storyboards: visualising game user research data

Published: 05 May 2012 Publication History

Abstract

Player experience is difficult to evaluate and report, especially using quantitative methodologies in addition to observations and interviews. One step towards tying quantitative physiological measures of player arousal to player experience reports are Biometric Storyboards (BioSt). They can visualise meaningful relationships between a player's physiological changes and game events. This paper evaluates the usefulness of BioSt to the game industry. We presented the Biometric Storyboards technique to six game developers and interviewed them about the advantages and disadvantages of this technique.

References

[1]
Ambinder, M. Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience. Game Developers Conference Vault (2011).
[2]
Drachen, A., Nacke, E.L., Yannakakis, G., and Lee Pedersen, A. Correlation between heart rate, electrodermal activity and player experience in firstperson shooter games. In Proc. the 5th ACM SIGGRAPH Symposium on Video Games (Sandbox '10), ACM, New York, NY, USA, 49--54. DOI=10.1145/1836135.1836143
[3]
Hazlett, R. Using Biometric Measurement to Help Develop Emotionally Compelling Games. In Game Usability: Advancing the Player Experience. Morgan Kaufmann (2008), 187--205.
[4]
Kivikangas, M., Ekman, I., Chanel, G., Järvelä, S., Cowley, B., Salminen, M., Henttonen, P., and Ravaja, N. Review on psychophysiological methods in game research.In Proc. Nordic DiGRA (2010).
[5]
Mandryk, R., and Atkins, M. A Fuzzy Physiological Approach for Continuously Modeling Emotion During Interaction with Play Environments. Int. Journal of Human-Computer Studies 65, 4 (2007), 329--47.
[6]
Mirza-Babaei, P., Long, S., Foley, E., and McAllister, G. Understanding the Contribution of Biometrics to Games User Research. Proc. DIGRA (2011).
[7]
Mirza-babaei, P., and McAllister, G. Biometric Storyboards: visualising meaningful gameplay events. CHI 2011 BBI workshop (2011).
[8]
Mirza-babaei, P., and McAllister, G. Biometric Storyboards to Improve Understanding of the Players' Gameplay Experience. In Proc. Videogame Cultures and the Future of Interactive Entertainment (2011).
[9]
Nacke, L., and Lindley, A.C. 2008. Flow and immersion in first-person shooters: measuring the player's gameplay experience. In Proc. of the 2008 Conference on Future Play. ACM, New York, NY, USA, 81--88. DOI=10.1145/1496984.1496998
[10]
Nacke, L. Directions in Physiological Game Evaluation and Interaction. CHI 2011 BBI workshop (2011).
[11]
Quesenbery, W., and Brooks K., Storytelling for User Experience. Louis Rosenfeld, (2010).
[12]
Ravaja, N., Turpeinen, M., Saari, T., Puttonen, S., and Keltikangas-Järvinen, L. The Psychophysiology of James Bond: Phasic Emotional Responses to Violent Video Game Events. Emotion 8, 1 (2008), 114--120.

Cited By

View all
  • (2024)An Investigation of the Test-Retest Reliability of the miniPXIProceedings of the ACM on Human-Computer Interaction10.1145/36770588:CHI PLAY(1-24)Online publication date: 15-Oct-2024
  • (2024)Elevating Game User Research with a Guided Interface for Data AnalysisProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650015(1-10)Online publication date: 21-May-2024
  • (2024)Real-Time Gameplay Data and Biometric Measurement Integration as a Data Source for Game User ResearchDigital Interaction and Machine Intelligence10.1007/978-3-031-66594-3_15(144-156)Online publication date: 15-Aug-2024
  • Show More Cited By

Index Terms

  1. Biometric storyboards: visualising game user research data

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI EA '12: CHI '12 Extended Abstracts on Human Factors in Computing Systems
    May 2012
    2864 pages
    ISBN:9781450310161
    DOI:10.1145/2212776

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 05 May 2012

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. biometrics
    2. storyboards
    3. user experience (ux)
    4. video games
    5. visualisation.

    Qualifiers

    • Extended-abstract

    Conference

    CHI '12
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)10
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 30 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)An Investigation of the Test-Retest Reliability of the miniPXIProceedings of the ACM on Human-Computer Interaction10.1145/36770588:CHI PLAY(1-24)Online publication date: 15-Oct-2024
    • (2024)Elevating Game User Research with a Guided Interface for Data AnalysisProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650015(1-10)Online publication date: 21-May-2024
    • (2024)Real-Time Gameplay Data and Biometric Measurement Integration as a Data Source for Game User ResearchDigital Interaction and Machine Intelligence10.1007/978-3-031-66594-3_15(144-156)Online publication date: 15-Aug-2024
    • (2023)Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game DevelopmentCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616076(56-62)Online publication date: 6-Oct-2023
    • (2020)Exploring Severity of Gameplay Issues from Players' PerspectiveExtended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play10.1145/3383668.3419932(108-113)Online publication date: 2-Nov-2020
    • (2020)Development and validation of the player experience inventoryInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2019.102370135:COnline publication date: 1-Mar-2020
    • (2020)Artificially Intelligent Game Framework Based on Facial Expression RecognitionComputer Vision, Pattern Recognition, Image Processing, and Graphics10.1007/978-981-15-8697-2_29(312-321)Online publication date: 17-Nov-2020
    • (2019)Blending Science and PracticeExtended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3341215.3354644(211-222)Online publication date: 17-Oct-2019
    • (2018)Review of Intrinsic Motivation in Simulation-based Game TestingProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3173921(1-13)Online publication date: 21-Apr-2018
    • (2017)Applied User Research in GamesThe Wiley Handbook of Human Computer Interaction10.1002/9781118976005.ch16(299-346)Online publication date: 28-Dec-2017
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media