Authors
Regan L Mandryk, M Stella Atkins, Kori M Inkpen
Publication date
2006/4/22
Book
Proceedings of the SIGCHI conference on Human Factors in computing systems
Pages
1027-1036
Description
Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue to grow rapidly. Even so, evaluating the success of interactive play environments is still an open research challenge. Both subjective and objective techniques fall short due to limited evaluative bandwidth; there remains no corollary in play environments to task performance with productivity systems. This paper presents a method of modeling user emotional state, based on a user's physiology, for users interacting with play technologies. Modeled emotions are powerful because they capture usability and playability through metrics relevant to ludic experience; account for user emotion; are quantitative and objective; and are represented continuously over a session. Furthermore, our modeled emotions show the same trends as reported emotions for fun, boredom, and …
Total citations
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Scholar articles
RL Mandryk, MS Atkins, KM Inkpen - Proceedings of the SIGCHI conference on Human …, 2006