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Players’ Opinions on Control and Playability of a BCI Game

机译:玩家对BCI游戏的控制和可玩性的看法

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Brain-computer interface (BCI) games can satisfy our need for competence by providing us with challenges that we should enjoy tackling. However, many BCI games that claim to provide enjoyable challenges fail to do so. Some common fallacies and pitfalls about BCI games play a role in this failure and in this paper we report on a study that we carried out to empirically investigate them. More specifically, we explored (1) active and passive interaction with BCI games, (2) BCI gaming as a skill and (3) playability of a BCI game. We conducted an experiment with 42 participants who played a popular computer game called World of Warcraft using a commercial BCI headset called EPOC. We conducted interviews about the participants’ experiences of the game and ran a phenomenological analysis on their responses. The analysis results showed that (1) the players would like to play a BCI game actively if the BCI controls critical game elements, (2) the technical challenges of BCI cannot motivate the players to play a BCI game and (3) the players’ enjoyment of one-time playing of a BCI game does not imply playability of the game.
机译:大脑 - 计算机接口(BCI)游戏可以通过为我们提供我们应该享受解决的挑战来满足我们的能力。但是,许多声称提供愉快挑战的BCI游戏都无法这样做。关于BCI游戏的一些常见谬误和陷阱在这次失败中发挥了作用,并在本文中发挥了作用,我们报告了我们对经验调查它们的研究。更具体地说,我们探讨了(1)与BCI游戏的主动和被动互动,(2)BCI游戏作为技能和(3)BCI游戏的可玩性。我们进行了一个42名参与者的实验,他们使用称为ePoc的商业BCI耳机扮演了一个名为魔兽世界的流行电脑游戏。我们对参与者的比赛经验进行了采访,并对他们的反应进行了现象学分析。分析结果表明,(1)球员希望积极发挥BCI游戏,如果BCI控制关键游戏元素,(2)BCI的技术挑战无法激励玩家玩BCI游戏和(3)球员享受一次性比赛的一次性游戏并不意味着游戏的可玩性。

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