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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. 
Added by: Mark Grimshaw-Aagaard (22/06/2021, 08:17)   Last edited by: Mark Grimshaw-Aagaard (22/06/2021, 08:18)
Resource type: Proceedings Article
Peer reviewed
ID no. (ISBN etc.): 978-1-4503-0228-9
BibTeX citation key: Nacke2011a
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Categories: General
Keywords: Biofeedback
Creators: Kalyn, Lough, Mandryk, Nacke
Publisher: SIGCHI (Vancouver BC Canada)
Collection: SIGCHI Conference on Human Factors in Computing Systems
Views: 13/234
Abstract
"Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world."
  
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