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Evoking and Measuring Arousal in Game Settings

机译:在游戏设置中唤起和衡量唤醒

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Serious games seem to be more effective if the participant feels more involved in the game. The participant should experience a high sense of presence which can be obtained by matching the level of excitement to the level of arousal a participant experiences. The level of arousal should be measured at runtime to make the game adaptive to the participant's physiological state. In this paper an experiment is presented that has as main goal to see whether it is possible to evoke arousal during different types of computer games and to monitor the physiological response. Using three online games, participants reported different levels of stress and understanding between games. Furthermore, an increase of skin conductance was found as well as a decrease in heart rate for the most difficult to understand game.
机译:如果参与者觉得自己参与了更多游戏,那么严肃的游戏似乎会更有效。参与者应具有高度的临场感,这可以通过将兴奋程度与参与者的唤醒程度相匹配来获得。应在运行时测量唤醒水平,以使游戏适应参与者的生理状态。在本文中,提出了一个实验,其主要目的是观察是否有可能在不同类型的计算机游戏中引起唤醒并监测生理反应。通过使用三个在线游戏,参与者报告了游戏之间不同程度的压力和理解。此外,对于最难理解的游戏,发现皮肤电导率增加以及心率降低。

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