TY - GEN
T1 - The psychophysiology of video gaming
T2 - 2nd International Conference on Digital Games Research Association: Changing Views: Worlds in Play, DiGRA 2005
AU - Ravaja, Niklas
AU - Saari, Timo
AU - Laarni, Jari
AU - Kallinen, Kari
AU - Salminen, Mikko
AU - Holopainen, Jussi
AU - Järvinen, Aki
N1 - Publication details (e.g. title, author(s), publication statuses and dates) are captured on an “AS IS” and “AS AVAILABLE” basis at the time of record harvesting from the data source. Suggestions for further amendments or supplementary information can be sent to [email protected].
PY - 2005
Y1 - 2005
N2 - The authors examined phasic psychophysiological responses indexing emotional valence and arousal to different game events during the video game Monkey Bowling 2. Event-related changes in skin conductance, cardiac interbeat intervals, and facial EMG activity over corrugator supercilii, zygomaticus major, and orbicularis oculi were recorded. Game events elicited reliable valence- and arousal-related phasic physiological responses. Not only putatively positive game events, but also putatively negative events that involved active participation by the player elicited positive emotional responses in terms of facial EMG activity. In contrast, passive reception of negative feedback elicited low-arousal negative affect. Information on emotion-related phasic physiological responses to game events or event patterns can be used to guide choices in game design in several ways. © 2005 Authors & Digital Games Research Association DiGRA.
AB - The authors examined phasic psychophysiological responses indexing emotional valence and arousal to different game events during the video game Monkey Bowling 2. Event-related changes in skin conductance, cardiac interbeat intervals, and facial EMG activity over corrugator supercilii, zygomaticus major, and orbicularis oculi were recorded. Game events elicited reliable valence- and arousal-related phasic physiological responses. Not only putatively positive game events, but also putatively negative events that involved active participation by the player elicited positive emotional responses in terms of facial EMG activity. In contrast, passive reception of negative feedback elicited low-arousal negative affect. Information on emotion-related phasic physiological responses to game events or event patterns can be used to guide choices in game design in several ways. © 2005 Authors & Digital Games Research Association DiGRA.
KW - Emotions
KW - Facial electromyography
KW - Psychophysiology
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=84873349218&partnerID=8YFLogxK
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-84873349218&origin=recordpage
M3 - RGC 32 - Refereed conference paper (with host publication)
T3 - Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
BT - Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
Y2 - 16 June 2005 through 20 June 2005
ER -