Publication: Physiological Measures for Game Evaluation

This chapter introduces the use of physiological measures as behavioural metrics. We begin with a discussion of how this approach compares and relates to other evaluation techniques you have seen throughout this book. Next, we focus on how to decide which measures to collect, how to collect the data, what analyses to perform, and what to do with the results. We finish with a discussion of some of the advanced uses of physiological data for game designers, developers, and researchers.

Participants

Regan Mandryk
University of Saskatchewan

Projects

Affective Computing
Evaluation of a user's emotional experience with technology is not well understood, especially when the primary goal of a technology is to entertain (e.g., computer game) or to invoke an emotional experience (e.g., animated film).

Citation

Mandryk, R.L. 2008. Physiological Measures for Game Evaluation. In Game Usability: Advice from the Experts for Advancing the Player Experience, Morgan Kaufmann. K. Isbister and N. Shaffer, Eds.

BibTeX

@inbook {
author= {Regan Mandryk},
title= {Physiological Measures for Game Evaluation},
booktitle= {Game Usability: Advice from the Experts for Advancing the Player Experience},
year= {2008},
series= {Morgan Kaufmann},
note= {K. Isbister and N. Shaffer, Eds}
}