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

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Intelligent Tutoring Systems (ITS 2019)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 11528))

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Abstract

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.

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Correspondence to Pierre Chalfoun .

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Mercier, J., Chalfoun, P., Martin, M., Tato, A.A., Rivas, D. (2019). Predicting Subjective Enjoyment of Aspects of a Videogame from Psychophysiological Measures of Arousal and Valence. In: Coy, A., Hayashi, Y., Chang, M. (eds) Intelligent Tutoring Systems. ITS 2019. Lecture Notes in Computer Science(), vol 11528. Springer, Cham. https://doi.org/10.1007/978-3-030-22244-4_21

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  • DOI: https://doi.org/10.1007/978-3-030-22244-4_21

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-22243-7

  • Online ISBN: 978-3-030-22244-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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