Corpus ID: 65168661

Measuring aspects of player experience : A systematic review of human-computer interaction journals

  title={Measuring aspects of player experience : A systematic review of human-computer interaction journals},
  author={L. Caroux and K. Isbister},
  booktitle={CHI 2014},
The present paper introduces the results of a review of the methods measuring player experience proposed in articles published in human-computer interaction journals. The present review focused more specifically on the cases of combination of two or more methods. The results showed that 11 articles, all published in the last decade, proposed mixed methods to measure player experience. All these articles proposed at least a subjective measure method, always questionnaire, in combination with an… Expand
Player-video game interaction: A systematic review of current concepts
The review showed that several concepts are relevant to qualify these interactions of player-video game interactions, namely engagement and enjoyment, and video game aspects, namely information input/output techniques, game contents and multiplayer games. Expand
How expert players choose and play strongly identifiable characters : A study of how players behave and strategize in character-based shooter games
Olika spel har olika val for spelare vad galler spelkaraktarer. I en del spel far spelare valja mellan karaktarer med definierade utseenden, egenskaper och roller. En typ av dessa spelkaraktarer kaExpand


Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp
It is found that pointing behavior and verbal responses to the virtual content are correlated negatively to sense of presence, and the interaction possibilities perceived by the participants predicted their experience of social presence with the virtual characters in the game. Expand
Measuring and defining the experience of immersion in games
Overall the findings suggest that immersion can be measured subjectively as well as objectively (task completion time, eye movements) and negative emotions and uneasiness also run high. Expand
More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game
The combination of psychophysiological and psychometric methods provides reliable measurements of affective user experience (UX). Understanding the nature of affective UX in interactiveExpand
Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback
This is the first time, that is known, that the impact of a real-time affect-based DDA has been demonstrated experimentally. Expand
The effects of sound and colour on responses to a computer game
It is suggested that the aura of a computer game may affect cognitive and physiological responses and be associated with perceptions of excitement and playing well. Expand
A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies
A novel method for continuously modeling emotion using physiological data is presented, providing a method for quantifying emotional states continuously during a play experience. Expand
Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player
Players exhibited greater physiological arousal to otherwise identical interactions when other characters were introduced as an avatar rather than an agent and the co-player's source of agency interacted with the type of gaming activity. Expand
Video-mediated and co-present gameplay: Effects of mutual gaze on game experience, expressiveness and perceived social presence
The results show that the presence of mutual eye-gaze enriches the feelings of social presence, fun and game experience and it is argued that it should become an integral component of future VMC systems, particularly in those designed for playful settings and children. Expand
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Playing against another human elicited higher spatial presence, engagement, anticipated threat, post-game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses, compared to playing against a stranger. Expand
Physiological compliance for social gaming analysis: Cooperative versus competitive play
It is confirmed that physiological compliance is higher in a conflicting situation than when playing cooperatively and it is proposed that compliance measures can be considered as objective indices of social presence in digital gaming. Expand