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Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
7 references·16 citing·43 second hop
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games (2008)Boredom, engagement and anxiety as indica…Flow in games (and everything else) (2007)Flow in games (and everything…A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007)A fuzzy physiological approac…Emotion Assessment: Arousal Evaluation Using EEG’s and Peripheral Physiological Signals (2006)Emotion Assessment: Arousal E…Emotion recognition in human-computer interaction (2001)Emotion recognition in human-…Affective Computing (1997)Affective ComputingObservations: SAM: The Self-Assessment Manikin An Efficient Cross-Cultural Measurement Of Emotional Response 1 (1995)Observations: SAM: The Self-A…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review (2020)Peripheral-physiological and …DeepFlow: Detecting Optimal User Experience From Physiological Data Using Deep Neural Networks (2019)DeepFlow: Detecting Optimal U…Task Engagement as Personalization Feedback for Socially-Assistive Robots and Cognitive Training (2018)Task Engagement as Personaliz…Detecting boredom from eye gaze and EEG (2018)Detecting boredom from eye ga…Adaptation in Affective Video Games: A Literature Review (2016)Adaptation in Affective Video…Understanding the psychophysiology of flow: A driving simulator experiment to investigate the relationship between flow and heart rate variability (2015)Understanding the psychophysi…Dynamic difficulty using brain metrics of workload (2014)Dynamic difficulty using brai…Detection of Human Emotions Using Features Based on the Multiwavelet Transform of EEG Signals (2014)Detection of Human Emotions U…Boredom and Distraction in Multiple Unmanned Vehicle Supervisory Control (2013)Boredom and Distraction in Mu…Valence, arousal and dominance in the EEG during game play (2012)Valence, arousal and dominanc…Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation (2012)Capturing user engagement via…Automatic Recognition of Boredom in Video Games Using Novel Biosignal Moment-Based Features (2011)Automatic Recognition of Bore…A review of the use of psychophysiological methods in game research (2011)A review of the use of psycho…Electroencephalographic Assessment of Player Experience (2010)Electroencephalographic Asses…Emotion recognition system using brain and peripheral signals: Using correlation dimension to improve the results of EEG (2009)Emotion recognition system us…Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments (2009)Affective Pacman: A Frustrati…A systems approach to appraisal mechanisms in emotion (2005)International Affective Picture System (2005)Short-term emotion assessment in a recall paradigm (2009)Classifying Different Emotional States by Means of EEG-Based Functional Connectivity Patterns (2014)Wavelet-based emotion recognition system using EEG signal (2016)The expression of the emotions in man and animals. 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this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1997Affective Computing7,373 cited
  • 2001Emotion recognition in human-computer interaction2,601 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2007A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies538 cited
  • 1995Observations: SAM: The Self-Assessment Manikin An Efficient Cross-Cultural Measurement Of Emotional Response 1436 cited
  • 2006Emotion Assessment: Arousal Evaluation Using EEG’s and Peripheral Physiological Signals385 cited

Cited by

  • 2011A review of the use of psychophysiological methods in game research288 cited
  • 2014Dynamic difficulty using brain metrics of workload148 cited
  • 2012Valence, arousal and dominance in the EEG during game play146 cited
  • 2009Emotion recognition system using brain and peripheral signals: Using correlation dimension to improve the results of EEG145 cited
  • 2015Understanding the psychophysiology of flow: A driving simulator experiment to investigate the relationship between flow and heart rate variability129 cited
  • 2013Boredom and Distraction in Multiple Unmanned Vehicle Supervisory Control109 cited
  • 2010Electroencephalographic Assessment of Player Experience

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106 cited
  • 2020Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review96 cited
  • 2016Adaptation in Affective Video Games: A Literature Review80 cited
  • 2018Task Engagement as Personalization Feedback for Socially-Assistive Robots and Cognitive Training80 cited
  • 2009Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments74 cited
  • 2011Automatic Recognition of Boredom in Video Games Using Novel Biosignal Moment-Based Features70 cited
  • 2018Detecting boredom from eye gaze and EEG65 cited
  • 2019DeepFlow: Detecting Optimal User Experience From Physiological Data Using Deep Neural Networks63 cited
  • 2012Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation60 cited
  • 2014Detection of Human Emotions Using Features Based on the Multiwavelet Transform of EEG Signals55 cited