Ewing, K. C., Fairclough, S. H., & Gilleade, K. (2016). Valuation of an adaptive game that uses EEG measures validated during the design process as inputs to a biocybernetic loop. Frontiers in Human Neuroscience, 10. |
|
Last edited by: Mark Grimshaw-Aagaard 11/01/2018, 17:01 |
|
Garner, T. A. (2016). From sinewaves to physiologically-adaptive soundscapes: The evolving relationship between sound and emotion in video games. In K. Karpouzis & G. N. Yannakakis (Eds), Emotion in Games Vol. 4, (pp. 197–214). Berlin: Springer. |
|
Added by: Mark Grimshaw-Aagaard 08/11/2016, 09:37 |
|
Grimshaw-Aagaard, M. N. (2019). Presence and biofeedback in first-person perspective computer games: The potential of sound. In M. Filimowicz (Ed.), Foundations in Sound Design for Interactive Media (pp. 78–94). New York: Routledge. |
|
Last edited by: Mark Grimshaw-Aagaard 04/01/2024, 09:27 |
|
Jerčić, P., & Sundstedt, V. (2019). Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review. Entertainment Computing, 29, 75–86. |
|
Added by: Mark Grimshaw-Aagaard 22/06/2021, 08:06 |
|
Kuikkaniemi, K., Laitinen, T., Turpeinen, M., Saari, T., Kosunen, I., & Ravaja, N. 2010, April 10–15, The influence of implicit and explicit biofeedback in first-person shooter games. Paper presented at SIGCHI Conference on Human Factors in Computing Systems, Atlanta Georgia USA. |
|
Added by: Mark Grimshaw-Aagaard 22/06/2021, 08:24 |
|
Nacke, L. E., Kalyn, M., Lough, C., & Mandryk, R. L. 2011, May 7–12, Biofeedback game design: Using direct and indirect physiological control to enhance game interaction. Paper presented at SIGCHI Conference on Human Factors in Computing Systems, Vancouver BC Canada. |
|
Last edited by: Mark Grimshaw-Aagaard 22/06/2021, 08:18 |
|