Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world. Copyright 2011 ACM.
CITATION STYLE
Nacke, L. E., Kalyn, M., Lough, C., & Mandryk, R. L. (2011). Biofeedback game design: Using direct and indirect physiological control to enhance game interaction. In Conference on Human Factors in Computing Systems - Proceedings (pp. 103–112). Association for Computing Machinery. https://doi.org/10.1145/1978942.1978958
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