Applications of biological and physiological signals in commercial video gaming and game research: a review
| dc.contributor.author | Hughes, Alayna | |
| dc.contributor.author | Jordà Puig, Sergi | |
| dc.date.accessioned | 2023-01-20T07:51:49Z | |
| dc.date.available | 2023-01-20T07:51:49Z | |
| dc.date.issued | 2021 | |
| dc.description.abstract | Video gaming is now available as a fully immersive experience that creates responsive inputs and outputs concerning the user, and some experimental developers have integrated the use of the voice, brain, or muscles as input controls. The use of physiological signal equipment can provide valuable information regarding the emotion of a player or patient during gameplay. In this article, we discuss five of the most common biosignals that are used in gaming research, and their function and devices that may be used for measurement. We break down those individual signals and present examples of research studies that implement them. We also discuss the usage of biological signals within commercial gaming and conclude with some possible future directions for the use of biological signals in gaming and game research. | |
| dc.description.sponsorship | This research has been partially supported by the project Musical AI - PID2019-111403GB-I00/AEI/10.13039/501100011033 funded by the Spanish Ministerio de Ciencia, Innovación y Universidades (MCIU) and the Agencia Estatal de Investigación (AEI). | |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | Hughes A, Jorda S. Applications of biological and physiological signals in commercial video gaming and game research: a review. Front Comput Sci. 2021;3:557608. DOI: 10.3389/fcomp.2021.557608 | |
| dc.identifier.doi | http://dx.doi.org/10.3389/fcomp.2021.557608 | |
| dc.identifier.issn | 2624-9898 | |
| dc.identifier.uri | http://hdl.handle.net/10230/55352 | |
| dc.language.iso | eng | |
| dc.publisher | Frontiers | |
| dc.relation.ispartof | Frontiers in Computer Science. 2021;3:557608. | |
| dc.relation.projectID | info:eu-repo/grantAgreement/ES/2PE/PID2019-111403GB-I00 | |
| dc.rights | Copyright © 2021 Hughes and Jorda. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. | |
| dc.rights.accessRights | info:eu-repo/semantics/openAccess | |
| dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
| dc.subject.keyword | EMG | |
| dc.subject.keyword | video games | |
| dc.subject.keyword | EEG | |
| dc.subject.keyword | biofeedback | |
| dc.subject.keyword | eye tracking | |
| dc.subject.keyword | ECG | |
| dc.title | Applications of biological and physiological signals in commercial video gaming and game research: a review | |
| dc.type | info:eu-repo/semantics/article | |
| dc.type.version | info:eu-repo/semantics/publishedVersion |
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