DocumentCode :
1765469
Title :
Experiencing BCI Control in a Popular Computer Game
Author :
van de Laar, Bram ; Gurkok, Hayrettin ; Plass-Oude Bos, Danny ; Poel, Mannes ; Nijholt, Anton
Author_Institution :
Human Media Interaction Group, Univ. of Twente, Enschede, Netherlands
Volume :
5
Issue :
2
fYear :
2013
fDate :
41426
Firstpage :
176
Lastpage :
184
Abstract :
Brain-computer interfaces (BCIs) are not only being developed to aid disabled individuals with motor substitution, motor recovery, and novel communication possibilities, but also as a modality for healthy users in entertainment and gaming. This study investigates whether the incorporation of a BCI in the popular game World of Warcraft (WoW) has effects on the user experience. A BCI control channel based on parietal alpha band power is used to control the shape and function of the avatar in the game. In the experiment, participants (n=42) , a mix of experienced and inexperienced WoW players, played with and without the use of BCI in a within-subjects design. Participants themselves could indicate when they wanted to stop playing. Actual and estimated duration was recorded and questionnaires on presence and control were administered. Afterwards, oral interviews were taken. No difference in actual duration was found between conditions. Results indicate that the difference between estimated and actual duration was not related to user experience but was person specific. When using a BCI, control and involvement were rated lower. But BCI control did not significantly decrease fun. During interviews, experienced players stated that they saw potential in the application of BCIs in games with complex interfaces such as WoW. This study suggests that BCI as an additional control can be as much fun and natural to use as keyboard/mouse control, even if the amount of control is limited.
Keywords :
avatars; brain-computer interfaces; computer games; BCI control channel; WoW computer game interfaces; World-of-Warcraft computer game; avatar function control; avatar shape control; brain-computer interfaces; communication possibilities; disabled persons; experienced WoW players; healthy user modality; inexperienced WoW players; motor recovery; motor substitution; parietal alpha band power; user experience; Electroencephalography; Games; Headphones; Interviews; Keyboards; Mice; Shape; Brain–computer interface (BCI); games; human factors; presence; user experience;
fLanguage :
English
Journal_Title :
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher :
ieee
ISSN :
1943-068X
Type :
jour
DOI :
10.1109/TCIAIG.2013.2253778
Filename :
6484110
Link To Document :
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