Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character
被引:12
|
作者:
Kivikangas, J. Matias
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机构:
Aalto Univ, Ctr Knowledge & Innovat Res, POB 21255, Aalto 00076, FinlandAalto Univ, Ctr Knowledge & Innovat Res, POB 21255, Aalto 00076, Finland
Kivikangas, J. Matias
[1
]
Nacke, Lennart
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h-index: 0
机构:
Univ Saskatchewan, Dept Comp Sci, Saskatoon, SK S7N 5C9, CanadaAalto Univ, Ctr Knowledge & Innovat Res, POB 21255, Aalto 00076, Finland
Nacke, Lennart
[2
]
Ravaja, Niklas
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h-index: 0
机构:
Aalto Univ, Ctr Knowledge & Innovat Res, POB 21255, Aalto 00076, Finland
Univ Helsinki, Dept Social Res, FIN-00014 Helsinki, FinlandAalto Univ, Ctr Knowledge & Innovat Res, POB 21255, Aalto 00076, Finland
Ravaja, Niklas
[1
,3
]
机构:
[1] Aalto Univ, Ctr Knowledge & Innovat Res, POB 21255, Aalto 00076, Finland
Triangulation;
Psychophysiology;
Experimental psychology;
Digital games;
Emotional congruency;
D O I:
10.1016/j.entcom.2011.03.006
中图分类号:
TP3 [计算技术、计算机技术];
学科分类号:
0812 ;
摘要:
Game researchers are currently lacking comprehensive data analysis tools that triangulate game events, event-related survey data, and psychophysiological data. Such a tool would allow a comprehensive analysis of player engagement in digital games. The development of this tool was motivated by an experimental psychology study that asked whether emotional reactions to congruent and incongruent emotional stimuli within an intrinsically motivated game task are the same as within the traditional experimental picture-viewing paradigm. To address the needs of our study, we used the Source SDK (Valve Corporation) for creating a system that automates event logging, video management psychophysiological data markup. The system also allowed recording of self-report measures at individual play events without interrupting the game activity. (C) 2011 International Federation for Information Processing Published by Elsevier B.V. All rights reserved.