No open-access location is known for this record yet.
No open-access location is known for this record yet.
To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeated the two biofeedback stages when given explicit information on the biofeedback. The biofeedback conditions were respiration and skin-conductance (EDA) adaptations. Adaptation targets were four balanced player avatar attributes. We collected data with psycho¬physiological measures (electromyography, respiration, and EDA), a game experience questionnaire, and game-play measures.
Loading…
Stored only when both papers are in the corpus — 102 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.