Predicting Subjective Enjoyment of Aspects of a Videogame from Psychophysiological Measures of Arousal and Valence

  • Julien Mercier
  • Pierre ChalfounEmail author
  • Matthew Martin
  • Ange Adrienne Tato
  • Daniel Rivas
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11528)


The links between objective measures of affect and subjective ratings regarding a learning and performance episode are not well understood. Specifically, how a subjective appreciation is constructed from low-level affective reactions during a given experience remains largely unknown. The goal of this study is to investigate if the subjective appreciation of a videogame can be predicted from objective online measures of affect, namely arousal and valence. The participants were 35 undergraduate students with minimal experience with the first-person shooter genre of video games. They played FarCry PrimalTM, a first-person shooter-infiltration game, for 90 min. Results show that arousal, and not valence, is related to the subjective appreciation of a videogame. Since a continuous measure of arousal is cheap and relatively unobtrusive, the findings may have applications in the design of interactive computer applications, such as ITS and videogames, in helping pinpoint important segments in learning episodes that will affect a learner’s subjective rating of her experience.


Psychophysiology Arousal Valence Subjective enjoyment Videogames 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Julien Mercier
    • 1
  • Pierre Chalfoun
    • 2
    • 3
    Email author
  • Matthew Martin
    • 1
    • 3
  • Ange Adrienne Tato
    • 1
    • 3
  • Daniel Rivas
    • 1
    • 3
  1. 1.NeuroLabUniversity of Quebec in MontrealMontrealCanada
  2. 2.User Research LabUbisoftMontrealCanada
  3. 3.La Forge, UbisoftMontrealCanada

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