Part II: Survive with Vuvu on the Vaal: Electroencephalography Results of a Gameplay Experience Evaluation of a Mobile Serious Game for Statistics Education

In recent years, interest started mounting for the affective aspects of gameplay experience that digital games provide. Portable and wireless EEG devices are now available with more effective EEG processing algorithms which require fewer electrodes in real-time applications [1]. Consequently, the use of EEG-based technology has become more popular in the evaluation of serious games (games for learning) design and development. As a follow-up on the related paper [2] this study focusses on the use of affectional data with an EEG and also highlighted various contextual factors that influenced the evaluation of a serious game. Participants (N=17) wore a portable EEG while playing a prototype Statistics game on a desktop computer, during which their affectional data were recorded. The results from the EEG data indicated that the participants had an overall feeling of frustration while playing the Statistics game. These results are in relation to interview questions asked in the first part of this study. Although it is unclear whether this frustration was due to environmental issues or game mechanics, the findings can be used in forthcoming studies in order to limit the effects of frustration during gameplay and thus facilitate in better game experiences.

[1]  Jan-Louis Kruger,et al.  Measuring the impact of subtitles on cognitive load: eye tracking and dynamic audiovisual texts , 2013, ETSA '13.

[2]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[3]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[4]  P. Subramanian Active Vision: The Psychology of Looking and Seeing , 2006 .

[5]  Guillaume Chanel,et al.  A review of the use of psychophysiological methods in game research , 2011 .

[6]  Randy J. Pagulayan,et al.  User-centered design in games , 2012 .

[7]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[8]  Seugnet Blignaut Infinite Possibilities for Using Eyetracking for Mobile Serious Games in Order to Improve User Learning Experiences , 2015, mLearn.

[9]  Qiang Wang,et al.  EEG-Based "Serious" Games Design for Medical Applications , 2010, 2010 International Conference on Cyberworlds.

[10]  Rana El Kaliouby,et al.  Emotion detection using noisy EEG data , 2010, AH.

[11]  Feng Wan,et al.  Implementation of SSVEP based BCI with Emotiv EPOC , 2012, 2012 IEEE International Conference on Virtual Environments Human-Computer Interfaces and Measurement Systems (VECIMS) Proceedings.

[12]  Anders Drachen,et al.  Methods for Evaluating Gameplay Experience in a Serious Gaming Context , 2010, Int. J. Comput. Sci. Sport.

[13]  Jamie Kirkley,et al.  Creating next generation blended learning environments using mixed reality, Video Games and Simulations , 2005 .

[14]  P. Nunez,et al.  Electric fields of the brain , 1981 .

[15]  Seugnet Blignaut,et al.  Success factors for serious games to enhance learning: a systematic review , 2017, Virtual Reality.