Biofeedback game design: Using direct and indirect physiological control to enhance game interaction

192Citations
Citations of this article
361Readers
Mendeley users who have this article in their library.
Get full text

Abstract

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.

Cite

CITATION STYLE

APA

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

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free