Learn More
The authors examined whether the nature of the opponent (computer, friend, or stranger) influences Spatial Presence, emotional responses, and threat and challenge appraisals when playing video games. In a within-subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self-report ratings,(More)
The authors examined phasic psychophysiological responses indexing emotional valence and arousal to different game events during the video game Monkey Bowling 2. Event-related changes in skin conductance, cardiac interbeat intervals, and facial EMG activity over corrugator supercilii, zygomaticus major, and orbicularis oculi were recorded. Game events(More)
We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses.(More)
Electroencephalography (EEG) was recorded while the subjects played a video game where the player had to steer a monkey into a goal while collecting bananas for extra points and had to avoid falling off the edge of the game board. Each of these three studied events evoked differential EEG oscillatory changes. Picking up bananas evoked decreased theta(More)
The authors examined electroencephalographic (EEG) oscillatory responses to two violent events, the player character wounding and killing an opponent character with a gun, in the digital game James Bond 007: NightFire. EEG was recorded from 25 (16 male) right-handed healthy young adults. EEG data were segmented into one 1-s baseline epoch before each event(More)
In this paper we present a prototype of a mobile system and application for enhancing emotional awareness in knowledge work teams. The prototype gathers emotional, social and informal information on a group of users explicitly and implicitly. The advantages of using the prototype are expected to be increased emotional awareness within group possibly leading(More)
Meditation in general and mindfulness in particular have been shown to be useful techniques in the treatment of a plethora of ailments, yet they can be challenging for novices. We present RelaWorld: a neuroadaptive virtual reality meditation system that combines virtual reality with neurofeedback to provide a tool that is easy for novices to use yet(More)