Resumo
This paper proposes an empirical framework that aims to classify difficulty according to the player's physiological response. As part of the experimental protocol, a simple puzzle-based Virtual Reality (VR) videogame with three levels of difficulty was developed, each targeting a distinct region of the valence-arousal space. A study involving 32 participants was conducted, during which physiological responses (EDA, ECG, Respiration), were measured alongside emotional ratings, which were self-assessed using the Self-Assessment Manikin (SAM) during gameplay. Statistical analysis of the self-reports verified the effectiveness of the three levels in eliciting different emotions. Furthermore, classification using a Support Vector Machine (SVM) was performed to predict difficulty considering the physiological responses associated with each level. Results report an overall F1-score of 74.05% in detecting the three levels of difficulty, which validates the adopted methodology and encourages further research with a larger dataset.
Idioma original | Inglês |
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Título da publicação do anfitrião | Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023 |
Editores | Phil Lopes, Filipe Luz, Antonios Liapis, Henrik Engstrom |
Editora | Association for Computing Machinery |
ISBN (eletrónico) | 9781450398565 |
DOIs | |
Estado da publicação | Publicadas - 12 abr. 2023 |
Evento | 18th International Conference on the Foundations of Digital Games, FDG 2023 - Lisbon Duração: 11 abr. 2023 → 14 abr. 2023 |
Série de publicação
Nome | ACM International Conference Proceeding Series |
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Conferência
Conferência | 18th International Conference on the Foundations of Digital Games, FDG 2023 |
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País/Território | Portugal |
Cidade | Lisbon |
Período | 11/04/23 → 14/04/23 |
Nota bibliográfica
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