A systematic review of quantitative studies on the enjoyment of digital entertainment games

ED Mekler, JA Bopp, AN Tuch, K Opwis - Proceedings of the SIGCHI …, 2014 - dl.acm.org
Enjoyment has been identified as a central component of the player experience (PX), but
various, overlap** concepts within PX make it difficult to develop valid measures and a …

Dynamic difficulty adjustment approaches in video games: a systematic literature review

F Mortazavi, H Moradi, AH Vahabie - Multimedia Tools and Applications, 2024 - Springer
Providing an appropriate difficulty level in a game is critical for kee** players engaged.
Dynamic Difficulty Adjustment (DDA) is a common approach for optimizing player …

Cogcam: Contact-free measurement of cognitive stress during computer tasks with a digital camera

DJ McDuff, J Hernandez, S Gontarek… - Proceedings of the 2016 …, 2016 - dl.acm.org
Contact-free camera-based measurement of cognitive stress opens up new possibilities for
human-computer interaction with applications in remote learning, stress monitoring, and …

Using biofeedback while immersed in a stressful videogame increases the effectiveness of stress management skills in soldiers

S Bouchard, F Bernier, É Boivin, B Morin, G Robillard - PloS one, 2012 - journals.plos.org
This study assessed the efficacy of using visual and auditory biofeedback while immersed in
a tridimensional videogame to practice a stress management skill (tactical breathing). All 41 …

Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to

P Sajjadi, A Ewais, O De Troyer - Entertainment Computing, 2022 - Elsevier
It has been extensively argued that individualizing a serious game to the characteristics of its
players is a major contributing factor to its effectiveness. To realize this individualization, the …

Academic methods for usability evaluation of serious games: a systematic review

R Yanez-Gomez, D Cascado-Caballero… - Multimedia Tools and …, 2017 - Springer
In the last years, there has been an increasing interest in the design of video games as a
tool for education, training, health promotion, socialization, etc. Usability, which is a key …

Stress detection in human–computer interaction: Fusion of pupil dilation and facial temperature features

S Baltaci, D Gokcay - International Journal of Human–Computer …, 2016 - Taylor & Francis
In order to differentiate the affective state of a computer user as it changes from relaxation to
stress, features derived from pupil dilation and periorbital temperature can be utilized …

Heatwave: thermal imaging for surface user interaction

E Larson, G Cohn, S Gupta, X Ren, B Harrison… - Proceedings of the …, 2011 - dl.acm.org
We present HeatWave, a system that uses digital thermal imaging cameras to detect, track,
and support user interaction on arbitrary surfaces. Thermal sensing has had limited …

To be or not to be stuck, or is it a continuum? a systematic literature review on the concept of being stuck in games

T Drey, F Fischbach, P Jansen, J Frommel… - Proceedings of the …, 2021 - dl.acm.org
Players can get stuck in video games, which impedes their process to their goal and results
in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for …

Audiovisual analysis for recognising frustration during game-play: introducing the multimodal game frustration database

M Song, Z Yang, A Baird… - 2019 8th …, 2019 - ieeexplore.ieee.org
Automatic recognition of frustration, by analysing facial and vocal expressions, can help user
experience designers to identify interaction obstacles. To encourage the development of …