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The Acagamic

The Acagamic

User Experience Research & Design in Games

You are here: Home / Publications / Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character

Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character

July 2, 2022 by

by J Matias Kivikangas, Lennart E Nacke, Niklas Ravaja
Abstract:
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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Reference:
Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character (J Matias Kivikangas, Lennart E Nacke, Niklas Ravaja), In Entertainment Computing, Elsevier, volume 2, 2011.
Bibtex Entry:
@article{matias2011developing,
abstract = {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.},
author = {{Matias Kivikangas}, J and Nacke, Lennart E and Ravaja, Niklas},
doi = {10.1016/j.entcom.2011.03.006},
issn = {18759521},
journal = {Entertainment Computing},
month = jan,
number = {1},
pages = {11--16},
publisher = {Elsevier},
title = {{Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character}},
url = {http://dx.doi.org/10.1016/j.entcom.2011.03.006 http://linkinghub.elsevier.com/retrieve/pii/S1875952111000164},
volume = {2},
year = {2011}
}

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