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Improving Player Engagement inTetris Through EDR Monitoring
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2013 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

When designing computer games, one is often interested in evoking feelings of

engagement, enjoyment and challenge in the player. One way of doing so is

dynamically adjusting the difficulty of the game. Traditionally, this adjustment

has been based on the performance of the player. However, in recent years there

has been an increased interest in dynamically adjusting the difficulty level of a

game based on physiological signals from the player. In this Bachelor’s project,

we have studied the effect of using an electrodermal activity (EDA) wristband

sensor as the source signal for the difficulty adjustment algorithm and compared

it to the traditional approach of using the performance of the player.

We developed two Tetris games, one EDA controlled and one performance controlled,

and let participants play them both. Each game session was followed

by a questionnaire. Our results show that, although participants reported an

increased sense of engagement and challenge when playing the EDA version,

further research is necessary before the usefulness of EDA in this setting can be

established.

Abstract [sv]

I utformningen av datorspel är man ofta intresserad av att väcka känslor av

engagemang, njutning och utmaning hos spelaren. Ett sätt att göra detta är

att dynamiskt justera svårigheten i spelet. Detta har traditionellt gjorts genom

att man låter svårigheten baseras på spelarens prestation. Under senare år har

dock intresset ökat för tekniker där man låter svårigheten variera baserat på

fysiologiska signaler från spelaren. I detta kandidatexamensprojekt har vi studerat

effekten av att låta signalerna från en sensor för elektrodermal aktivitet

(EDA) utgöra indatan till en algoritm för anpassning av spelsvårighet och jämfört

detta med den traditionella prestandabaserade svårighetsanpassningen. Vi

utvecklade två Tetrisspel, ett EDA-kontrollerat och ett prestandakontrollerat,

och lät deltagare spela båda versionerna. Varje spelsession åtföljdes av en enkät.

Vårt resultat visar att, trots att deltagarna rapporterade en ökad känsla av

engagemang och utmaning när de spelade EDA-versionen, så krävs ytterligare

forskning för att EDA ska kunna anses användbart i detta sammanhang.

Place, publisher, year, edition, pages
2013.
Series
Kandidatexjobb CSC, K13047
National Category
Computer Science
Identifiers
URN: urn:nbn:se:kth:diva-136133OAI: oai:DiVA.org:kth-136133DiVA: diva2:670614
Educational program
Master of Science in Engineering - Computer Science and Technology
Supervisors
Examiners
Available from: 2013-12-13 Created: 2013-12-03 Last updated: 2013-12-13Bibliographically approved

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http://www.csc.kth.se/utbildning/kth/kurser/DD143X/dkand13/Group8Anna/report/StressTetris_MedyaElvis.pdf
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