Studying children's experience during free-form and formally structured gameplay

Abstract In this research, we present an assessment study exploring the hypothesis that psychophysiological responses and associated facial expressions should differ significantly while players are engaged in free-form versus formally structured digital games. In the context of this study, real-time psychophysiological measurements of skin trans-conductance (STC) and heart rate (HR) combined with a simultaneous assessment of facial expressions were employed to identify classifiers representing players’ arousal (i.e., excitement) and valence (i.e. pleasure). Formal assessment methods were also used, based on Self-Assessment Manikin (SAM) questionnaires. Experiments on two discrete types of gameplay involved free-form and formally structured games, respectively. The former, according to the model for the quantitative and qualitative assessment in adventure digital games, is considered as a freeform game (Minecraft), while the latter, (Subway Surfers) is considered as a formally structured game. Analysis of results suggests that children playing Minecraft feel less constrained, appear happier, and find freeform gameplay more pleasant and easy-going than when playing Subway Surfers. In conclusion, the study conducted hereby corroborates with our initial hypothesis and reinforces opinions that motivation may be optimized for the positive gaming experience, by altering levels of freedom and constraints in gameplay design.

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