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Proceedings ArticleDOI

O' game, can you feel my frustration?: improving user's gaming experience via stresscam

TLDR
The results show that the automatic difficulty adjustable system successfully maintains game players' interests and substantially outperforms traditional fixed-difficulty mode games.
Abstract
One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose interests if a game is either too easy or too difficult. This paper presents a novel methodology to improve user's experience in computer games by automatically adjusting the level of the game difficulty. The difficulty level is computed from measurements of the facial physiology of the players at a distance. The measurements are based on the assumption that the players' performance during the game-playing session alters blood flow in the supraorbital region, which is an indirect measurement of increased mental activities. This alters heat dissipation, which can be monitored in a contact-free manner through a thermal imaging-based stress monitoring and analysis system, known as StressCam. In this work, we investigated on two primary objectives: (1) the feasibility of utilizing the facial physiology in automatically adjusting the difficulty level of the game and (2) the capability of the automatic difficulty level adjustment in improving game players' experience. We employed and extended a XNA video game for this study, and performed an in-depth, comparative usability evaluation on it. Our results show that the automatic difficulty adjustable system successfully maintains game players' interests and substantially outperforms traditional fixed-difficulty mode games. Although a number of issues of this preliminary study remain to be investigated further, this research opens a new direction that utilizes non-contact stress measurements for monitoring and further enhancing a variety of user-centric, interactive entertainment activities.

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Journal Article

Mortal Kombat (tm) : The effects of violent videogame play on males' hostility and cardiovascular responding

TL;DR: In this article, the authors examined cardiovascular reactivity and hostility among 30 male undergraduates after either nonviolent (billiards) or 1 of 2 levels of violent videogame play (MKl = less violent, MK2 = more violent).
Proceedings ArticleDOI

A systematic review of quantitative studies on the enjoyment of digital entertainment games

TL;DR: A systematic review of 87 quantitative studies suggests that game enjoyment describes the positive cognitive and affective appraisal of the game experience, and may in part be associated with the support of player needs and values.
Proceedings ArticleDOI

COGCAM: Contact-free Measurement of Cognitive Stress During Computer Tasks with a Digital Camera

TL;DR: A participant-independent cognitive stress recognition model is built based on photoplethysmographic signals measured remotely at a distance of 3 meters, which successfully detected increased stress during the tasks, which were consistent with self-report measures.
Proceedings ArticleDOI

HeatWave: thermal imaging for surface user interaction

TL;DR: It is demonstrated how thermal imaging in combination with existing computer vision techniques can make segmentation and detection of routine interaction techniques possible in real-time, and can be used to complement or simplify algorithms for traditional RGB and depth cameras.
References
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Journal ArticleDOI

Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature

TL;DR: A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults and that playing violent videogames also decreases prosocial behavior.
Journal ArticleDOI

Detecting stress during real-world driving tasks using physiological sensors

TL;DR: The results show that for most drivers studied, skin conductivity and heart rate metrics are most closely correlated with driver stress level, indicating that physiological signals can provide a metric of driver stress in future cars capable of physiological monitoring.
Journal ArticleDOI

Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

TL;DR: The authors found that real-life violent video game play was positively related to aggressive behavior and delinquency, and the relation was stronger for individuals who are characteristically aggressive and for men.
Journal ArticleDOI

An update on the effects of playing violent video games

TL;DR: An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour.
Journal ArticleDOI

The effects of violent video games on aggression a meta-analysis

TL;DR: In this article, the effects of violent video games such as Mortal Kombat and Doom on aggression have been investigated and found to be positively associated with type of game violence and negatively related to time spent playing the games.