the influence of performance-oriented widgets on interactive behavior while playing videogames
The videogame industry is an ever increasing market, broadening its scope in recent years to the casual market or to the use of such applications in critical domains, such as therapy or rehabilitation. Like any other form of entertainment, videogames are capable of evoking different emotions. In the last years we have witnessed an increasing interest in analyzing user emotional responses to environmental aspects, the game's content and genre. Yet, emotional response to one facet of videogames has not been properly tackled: interaction. This paper presents an ongoing research in which we analyze how different interactive features and constraints can influence an individual's emotional state, in particular a subset of his/her physiological signals. We conducted an experiment during which users were confronted with different performance-oriented widgets and provide empirical evidence on how these features altered the users' emotional state and performance.
user performance physiological analysis affective computing