Publication: Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character

Game researchers are currently lacking comprehensive data analysis tools that triangulate game events, event-related survey data, and psychophysiological data. Such a tool would allow a comprehensive analysis of player engagement in digital games. The development of this tool was motivated by an experimental psychology study that asked whether emotional reactions to congruent and incongruent emotional stimuli within an intrinsically motivated game task are the same as within the traditional experimental picture-viewing paradigm. To address the needs of our study, we used the Source SDK (Valve Corporation) for creating a system that automates event logging, video management psychophysiological data markup. The system also allowed recording of self-report measures at individual play events without interrupting the game activity.

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Participants

J. Matias Kivikangas Lennart Nacke
University of Ontario Institute of Technology, University of Saskatchewan
Niklas Ravaja

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

Kivikangas, J., Nacke, L.E., Ravaja, N. 2011. Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character. In Entertainment Computing, vol. 2 no. 1, 11-16. Video Games as Research Instruments (Special Issue). DOI=10.1016/j.entcom.2011.03.006.

BibTeX

@article {209-TriangulationSystemHL2,
author= {J. Matias Kivikangas and Lennart Nacke and Niklas Ravaja},
title= {Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character},
booktitle= {Entertainment Computing},
year= {2011},
volume= {2},
number= {1},
pages= {11-16},
note= {Video Games as Research Instruments (Special Issue)}
}