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Author:Laitinen, Toni
Title:Biofeedback in affective gaming
Biopalaute affektiivisessa pelaamisessa
Publication type:Master's thesis
Publication year:2010
Pages:94 + [7]      Language:   eng
Department/School:Informaatio- ja luonnontieteiden tiedekunta
Main subject:Vuorovaikutteinen digitaalinen media   (T-111)
Supervisor:Takala, Tapio
Instructor:Turpeinen, Marko ; Kuikkaniemi, Kai
OEVS:
Electronic archive copy is available via Aalto Thesis Database.
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Location:P1 Ark Aalto     | Archive
Keywords:biofeedback gaming
affective gaming
affective computing
biopalaute
tunneteknologia
affectiivinen pelaaminen
Abstract (eng): Recent development on the field of human-computer interaction (HCI) in context of gaming is finally starting to push its frontiers beyond the traditional interaction techniques afforded by the devices that have become well known to us as mouse, keyboard, joystick and gamepad.
The latest development concerns the utilization of biofeedback interaction and affective computing in context of gaming.
Although research has been conducted regarding the utilization of biofeedback in context of gaming, most of the papers stay on quite a conceptual level and very few of them seem to go any further in defining, designing, implementing, and testing biofeedback games at larger scale.

The objective of this thesis is to study and enlighten different aspects of the potential and utilization of biofeedback interaction in gaming.
The questions if biofeedback can somehow change the gaming experience and what kind of biofeedback procedures improve the gaming experience most as well as the problems related to answering those questions are discussed in the thesis.

The literature survey of the thesis covers three core areas related to biofeedback game design: 1) human emotions in context of gaming, 2) previously utilized ways of measuring the affective state of the player and 3) a description for what are games in general, what constitutes them and how biofeedback could be utilized to enhance the game playing experience.

The empirical part of the thesis consists of developing a testbed or a biofeedback game platform, prototyping with the platform and designing and implementing an extensive experiment with the rest of the team members.
The emphasis in biofeedback game prototyping is on implementing different biofeedback procedures that could enhance the game playing experience.

The results of this thesis help to understand biofeedback gaming in general, show how to assemble a functional biofeedback game from scratch, and enlighten the challenges related to measuring biofeedback game playing experience.
The implementation of our experiment was not completely problem-free.
The major challenge was creating suitable placebo conditions that simulated the effects of biofeedback interaction in the game.
Abstract (fin): Erilaisten vuorovaikutustapojen kehitys tietokone- ja konsolipelaamisen alueella on viimeinkin menossa perinteisten näppäimistö-, hiiri- ja peliohjain-pohjaisten ratkaisujen ulkopuolelle.
Viimeisin kehityskulku koskee biopalautevuorovaikutusta ja tunneteknologiaa pelaamisen yhteydessä.
Vaikka tutkimustyötä on tehty biopalautepelaamisesta ja affektiivisesta pelaamisesta aiemminkin, hyvin harvat tieteelliset julkaisut aiheesta menevät juurikaan syvemmälle biopalautepelien määrittelyssä, suunnittelussa, toteutuksessa ja testauksessa.

Tämän diplomityön tavoitteena on tutkia ja valaista biopalautteen mahdollisuuksia ja hyväksikäyttöä pelaamisessa.
Työssä tarkastellaan kysymyksiä, voiko biopalaute jollakin tavalla muuttaa pelikokemusta ja minkälaiset biopalautemenetelmät parantavat pelikokemusta eniten.
Työssä tarkastellaan myös näiden kysymysten vastaamiseen liittyviä ongelmia.

Työn kirjallisuuskatsaus kattaa kolme biopalautepelien suunnittelussa tarvittavaa ydinaluetta: 1) Emootiot pelikontekstissa, 2) aiemmin käytetyt menetelmät emootioiden mittauksessa, 3) selvityksen siitä, mitä pelit ovat ja miten biopalautteella voitaisiin parantaa pelikokemusta.

Työn empiirinen osuus koostuu biopalautepelialustan kehittämisestä, biopalautepeliprototyyppien ohjelmoinnista ja kattavan biopalautepelikokeen suunnittelusta ja toteuttamisesta muiden projektin jäsenten kanssa.
Pääpaino prototyyppien kehityksessä on erilaisten, mahdollisesti pelikokemusta parantavien, biopalautemenetelmien pohtimisessa.

Tämän diplomityön tulokset auttavat ymmärtämään biopalautepelaamista yleisellä tasolla, näyttävät kuinka rakennetaan toimiva biopalautepeli alusta loppuun ja valaisevat biopalautepelikokemuksen mittaamiseen liittyviä ongelmia.
Biopalautepelikokeemme toteuttaminen ei ollut täysin ongelmatonta.
Suurimpana ongelmana oli luoda kokeeseen sopivat plasebo-konditiot, joilla simuloitiin biopalautteen vaikutuksia pelissä.
ED:2010-08-27
INSSI record number: 40297
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