Electroencephalographic Assessment of Player Experience

Psychophysiological methods, such as electroencephalography (EEG), provide reliable high-resolution measurements of affective player experience. In this article, the authors present a psychophysiological pilot study and its initial results to solidify a research approach they call affective ludology, a research area concerned with the physiological measurement of affective responses to player-game interaction. The study investigates the impact of level design on brainwave activity measured with EEG and on player experience measured with questionnaires. The goal of the study was to investigate cognition, emotion, and player behavior from a psychological perspective. For this purpose, a methodology for assessing gameplay experience with subjective and objective measures was developed extending prior work in physiological measurements of affect in digital gameplay. The authors report the result of this pilot study, the impact of three different level design conditions (boredom, immersion, and flow) on EEG, and subjective indicators of gameplay experience. Results from the subjective gameplay experience questionnaire support the validity of our level design hypotheses. Patterns of EEG spectral power show that the immersion-level design elicits more activity in the theta band, which may support a relationship between virtual spatial navigation or exploration and theta activity. The research shows that facets of gameplay experience can be assessed with affective ludology measures, such as EEG, in which cognitive and affective patterns emerge from different level designs.

[1]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[2]  Regan L. Mandryk,et al.  Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..

[3]  Katherine Isbister,et al.  Game Usability - Advice from the Experts for Advancing the Player Experience , 2008 .

[4]  M. Salminen,et al.  Increased oscillatory theta activation evoked by violent digital game events , 2008, Neuroscience Letters.

[5]  Lennart E. Nacke,et al.  Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience , 2009, ArXiv.

[6]  Cynthia D. Fisherl Boredom at Work: A Neglected Concept , 1993 .

[7]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[8]  Mohammad Soleymani,et al.  Short-term emotion assessment in a recall paradigm , 2009, Int. J. Hum. Comput. Stud..

[9]  Donna L. Hoffman,et al.  Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .

[10]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[11]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[12]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[13]  Randy J. Pagulayan,et al.  Designing for Fun: User-Testing Case Studies , 2005, Funology.

[14]  J. Neumann Zur Theorie der Gesellschaftsspiele , 1928 .

[15]  B. Sutton-Smith,et al.  The Study of Games , 1971 .

[16]  James Noble,et al.  Video game values: Human-computer interaction and games , 2007, Interact. Comput..

[17]  Richard L. Hazlett,et al.  Measuring emotional valence during interactive experiences: boys at video game play , 2006, CHI.

[18]  K. Poels,et al.  "It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology , 2007, Future Play.

[19]  Lennart E. Nacke,et al.  Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment , 2009 .

[20]  Lennart E. Nacke,et al.  Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction , 2010, Future Play.

[21]  J. Andreassi Psychophysiology: Human Behavior and Physiological Response , 1980 .

[22]  H. Marsh,et al.  Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale , 1996 .

[23]  Desney S. Tan,et al.  Feasibility and pragmatics of classifying working memory load with an electroencephalograph , 2008, CHI.

[24]  M. Csíkszentmihályi Does being human matter? On some interpretive problems of comparative ludology , 1982, Behavioral and Brain Sciences.

[25]  Regan L. Mandryk,et al.  Physiological indicators for the evaluation of co-located collaborative play , 2004, CSCW.

[26]  B. He,et al.  EEG spatio-spectral mapping during video game play , 2008, 2008 International Conference on Information Technology and Applications in Biomedicine.

[27]  Josef Fink,et al.  Enhancing Universal Access - EEG Based Learnability Assessment , 2007, HCI.

[28]  Jesper Juul Half-Real: Video Games between Real Rules and Fictional Worlds , 2005 .

[29]  G Pfurtscheller,et al.  Event-related beta synchronization after wrist, finger and thumb movement. , 1998, Electroencephalography and clinical neurophysiology.

[30]  Guillaume Chanel,et al.  Boredom, engagement and anxiety as indicators for adaptation to difficulty in games , 2008, MindTrek '08.

[31]  Robert Appelman Experiential Modes of Game Play , 2007, DiGRA Conference.

[32]  G. Pfurtscheller,et al.  Brain-Computer Interfaces for Communication and Control. , 2011, Communications of the ACM.

[33]  L. Aftanas,et al.  Human anterior and frontal midline theta and lower alpha reflect emotionally positive state and internalized attention: high-resolution EEG investigation of meditation , 2001, Neuroscience Letters.

[34]  L. McEvoy,et al.  Mental Effort‐Related EEG Modulation During Video‐Game Play: Comparison Between Juvenile Subjects with Epilepsy and Normal Control Subjects , 1999, Epilepsia.

[35]  W. Ray,et al.  EEG alpha activity reflects attentional demands, and beta activity reflects emotional and cognitive processes. , 1985, Science.

[36]  K. Kallinen,et al.  Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation , 2006 .

[37]  G. Buzsáki Theta rhythm of navigation: Link between path integration and landmark navigation, episodic and semantic memory , 2005, Hippocampus.

[38]  Desney S. Tan,et al.  Using a low-cost electroencephalograph for task classification in HCI research , 2006, UIST.

[39]  Michael E. Smith,et al.  Monitoring Task Loading with Multivariate EEG Measures during Complex Forms of Human-Computer Interaction , 2001, Hum. Factors.

[40]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[41]  Pavel Zahorik,et al.  Presence as Being-in-the-World , 1998, Presence.

[42]  Elena Karahanna,et al.  Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..

[43]  Kari Kallinen,et al.  Frontal EEG Asymmetry in the Study of Player Experiences During Competitive and Cooperative Dual Play , 2009 .

[44]  J. Cacioppo,et al.  Handbook Of Psychophysiology , 2019 .

[45]  H. Jasper Report of the committee on methods of clinical examination in electroencephalography , 1958 .

[46]  E. Lettich,et al.  Modified nomenclature for the "10%" electrode system. , 1988, Journal of clinical neurophysiology : official publication of the American Electroencephalographic Society.

[47]  S. Puttonen,et al.  The psychophysiology of James Bond: phasic emotional responses to violent video game events. , 2008, Emotion.

[48]  G. Frasca Simulation versus Narrative: Introduction to Ludology , 2013 .

[49]  R. Caillois,et al.  Les jeux et les hommes , 1960 .

[50]  J. Brener,et al.  Paced respiration and heart rate control. , 1967, Psychophysiology.

[51]  N. Ravaja Contributions of Psychophysiology to Media Research: Review and Recommendations , 2004 .

[52]  D. Kort,et al.  The Game Experience Questionnaire , 2013 .

[53]  Lennart E. Nacke,et al.  Flow and immersion in first-person shooters: measuring the player's gameplay experience , 2008, Future Play.

[54]  Lennart E. Nacke,et al.  Boredom, Immersion, Flow : A pilot study investigating player experience , 2008 .

[55]  Lennart E. Nacke,et al.  More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game , 2010, Interact. Comput..

[56]  M A Schier,et al.  Changes in EEG alpha power during simulated driving: a demonstration. , 2000, International journal of psychophysiology : official journal of the International Organization of Psychophysiology.

[57]  Gavriel Salvendy,et al.  Measuring Player Immersion in the Computer Game Narrative , 2009, Int. J. Hum. Comput. Interact..

[58]  Miguel Nussbaum,et al.  Playability in Action Videogames: A Qualitative Design Model , 2002, Hum. Comput. Interact..

[59]  E. Lettich,et al.  Modified Nomenclature for the “10%” Electrode System1 , 1988 .