Evaluating a multi-player brain-computer interface game: Challenge versus co-experience

Brain–computer interfaces (BCIs) have started to be considered as game controllers. The low level of control they provide prevents them from providing perfect control but allows the design of challenging games which can be enjoyed by players. Evaluation of enjoyment, or user experience (UX), is rather a new practice with BCI applications. The UX of multi-player BCI games, or co-experience, is especially scarcely assessed. In the study we report in this paper, we relied on observation analysis of social interaction to infer co-experience of pairs of players while they were playing a collaborative multi-player game using BCI. To investigate the effect of perceived level of control on co-experience, we compared BCI control to a more reliable mouse control. In order to investigate the co-experience related factors beyond the level of control, we compared BCI control to an equally reliable control mechanism. Our results show that low level of control dampened collaborative interaction while enhancing emotional interaction within pairs of players. Thus, the challenge of playing a computer game using BCI can influence the co-experience.

[1]  S. Rochester The significance of pauses in spontaneous speech , 1973, Journal of psycholinguistic research.

[2]  Rosemary Luckin,et al.  "I'm keeping those there, are you?" The role of a new user interface paradigm - Separate Control of Shared Space (SCOSS) - in the collaborative decision-making process , 2008, Comput. Educ..

[3]  Anton Nijholt,et al.  A Study in User-Centered Design and Evaluation of Mental Tasks for BCI , 2011, MMM.

[4]  Klaus-Robert Müller,et al.  Playing Pinball with non-invasive BCI , 2008, NIPS.

[5]  G. Dawson A summation technique for the detection of small evoked potentials. , 1954, Electroencephalography and clinical neurophysiology.

[6]  Nadia Bianchi-Berthouze,et al.  Stirring up experience through movement in game play: effects on engagement and social behaviour , 2008, CHI.

[7]  D. Lindsley,et al.  Reaction time and EEG activation under alerted and nonalerted conditions. , 1959, Journal of experimental psychology.

[8]  Michael Kipp,et al.  ANVIL - a generic annotation tool for multimodal dialogue , 2001, INTERSPEECH.

[9]  Helge J. Ritter,et al.  2009 Special Issue: The MindGame: A P300-based brain-computer interface game , 2009 .

[10]  Marc Hassenzahl,et al.  User experience - a research agenda , 2006, Behav. Inf. Technol..

[11]  Dirk Heylen,et al.  Bacteria Hunt , 2010, Journal on Multimodal User Interfaces.

[12]  R. Ward,et al.  EMG and EOG artifacts in brain computer interface systems: A survey , 2007, Clinical Neurophysiology.

[13]  Andrzej Cichocki,et al.  Fully Online Multicommand Brain-Computer Interface with Visual Neurofeedback Using SSVEP Paradigm , 2007, Comput. Intell. Neurosci..

[14]  Dirk Heylen,et al.  Evaluating User Experience of Actual and Imagined Movement in BCI Gaming , 2010, Int. J. Gaming Comput. Mediat. Simulations.

[15]  Tony Manninen,et al.  Interaction Forms and Communicative Actions in Multiplayer Games , 2003, Game Stud..

[16]  Katja Battarbee,et al.  Defining co-experience , 2003, DPPI '03.

[17]  Andrew F. Monk,et al.  Social enjoyment with electronic photograph displays: Awareness and control , 2008, Int. J. Hum. Comput. Stud..

[18]  Ellen M. Voorhees,et al.  The TREC-8 Question Answering Track Report , 1999, TREC.

[19]  Panos Markopoulos,et al.  Head Up Games: combining the best of both worlds by merging traditional and digital play , 2010, Personal and Ubiquitous Computing.

[20]  C. Herrmann Human EEG responses to 1–100 Hz flicker: resonance phenomena in visual cortex and their potential correlation to cognitive phenomena , 2001, Experimental Brain Research.

[21]  Mannes Poel,et al.  Measuring Immersion and Affect in a Brain-Computer Interface Game , 2011, INTERACT.

[22]  Anatole Lécuyer,et al.  Using scalp electrical biosignals to control an object by concentration and relaxation tasks: Design and evaluation , 2011, 2011 Annual International Conference of the IEEE Engineering in Medicine and Biology Society.

[23]  Uta Frith,et al.  The understanding and use of interpersonal gestures by autistic and Down's syndrome children , 1988, Journal of autism and developmental disorders.

[24]  Rabab K Ward,et al.  A survey of signal processing algorithms in brain–computer interfaces based on electrical brain signals , 2007, Journal of neural engineering.

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

[26]  Klaus-Robert Müller,et al.  The Berlin Brain-Computer Interface (BBCI) – towards a new communication channel for online control in gaming applications , 2007, Multimedia Tools and Applications.

[27]  Sara Ilstedt Hjelm,et al.  Research + design: the making of Brainball , 2003, INTR.

[28]  Tzyy-Ping Jung,et al.  Biosensor Technologies for Augmented Brain–Computer Interfaces in the Next Decades , 2012, Proceedings of the IEEE.

[29]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[30]  Anton Nijholt,et al.  Social Interaction in a Cooperative Brain-Computer Interface Game , 2011, INTETAIN.

[31]  Mannes Poel,et al.  Evaluating User Experience in a Selection Based Brain-Computer Interface Game A Comparative Study , 2011, ICEC.

[32]  B. Leventhal,et al.  The Autism Diagnostic Observation Schedule—Generic: A Standard Measure of Social and Communication Deficits Associated with the Spectrum of Autism , 2000, Journal of autism and developmental disorders.

[33]  Wei Wu,et al.  Frequency Recognition Based on Canonical Correlation Analysis for SSVEP-Based BCIs , 2006, IEEE Transactions on Biomedical Engineering.

[34]  Marcus Sanchez Svensson,et al.  Configuring Awareness , 2002, Computer Supported Cooperative Work (CSCW).

[35]  Mannes Poel,et al.  Modality switching and performance in a thought and speech controlled computer game , 2011, ICMI '11.

[36]  Dirk Heylen,et al.  Brain-Computer Interfacing and Games , 2010, Brain-Computer Interfaces.

[37]  Anton Nijholt,et al.  User expectations and experiences of a speech and thought controlled computer game , 2011, Advances in Computer Entertainment Technology.

[38]  Melody Moore Jackson,et al.  Continuous Control Paradigms for Direct Brain Interfaces , 2009, HCI.

[39]  Christoph Klimmt,et al.  Effectance and Control as Determinants of Video Game Enjoyment , 2007, Cyberpsychology Behav. Soc. Netw..

[40]  Yvonne Rogers,et al.  Mechanisms for collaboration: A design and evaluation framework for multi-user interfaces , 2012, TCHI.

[41]  Kenton O'Hara,et al.  Embodiment in brain-computer interaction , 2011, CHI.

[42]  Anton Nijholt,et al.  Brain–Computer Interfaces for Multimodal Interaction: A Survey and Principles , 2012, Int. J. Hum. Comput. Interact..