DocumentCode
3735593
Title
Towards a physiology based difficulty control system for serious games
Author
M?t? K?les;Luca Szegletes;Bertalan Forstner
Author_Institution
Department of Ergonomics and Psychology, Budapest University of Technology and Economics, Budapest, Hungary
fYear
2015
Firstpage
323
Lastpage
328
Abstract
Serious games can be most efficient if the users are motivated and engaged in the gameplay. Whereas improving core gameplay mechanics can probably yield good results, a dynamic difficulty controlling system might offer additional benefit to a well-designed game. Although performance is the easiest measure to base a control framework on, it is a combination of many different effects. Physiology channels, such as electroencephalography, electrocardiography and pupillometry can reveal the changes in invested mental effort levels and would serve as a more objective base for a difficulty controlling system. To test this assumption, we used Tetris because it is a well-known game and it is simple to manipulate difficulty. In the first half of the experiment, all participants played four pre-set difficulty levels and one customized. In the second part, we tried to elicit certain mental states (boredom, frustration, engagement and fatigue) that are important markers for a controlling system by manipulating difficulty in different patterns. We have found that only pupil diameter data corresponded with expected results. Possible causes and future directions are discussed.
Keywords
"Games","Physiology","Fatigue","Electroencephalography","Resonant frequency","Current measurement","Shape"
Publisher
ieee
Conference_Titel
Cognitive Infocommunications (CogInfoCom), 2015 6th IEEE International Conference on
Type
conf
DOI
10.1109/CogInfoCom.2015.7390612
Filename
7390612
Link To Document