Biofeedback Game Design
Authored by Lennart E. Nacke, Michael Kalyn, Calvin Lough, and Regan L. Mandryk.
Clavin and Michael hail from the University of Saskatchewan where they are students working with Professor Mandryk. Lennart Nacke woks in games science as an assistant professor at UIOT. This paper was presented at the CHI '11 Proceedings of the 2011 annual conference on Human factors in computing systems.
Summary
Hypothesis
The authors believed that a system of physiological sensors could be used to enhance games via biofeedback.
Methods
To test this hypothesis the authors conducted a series of tests using a game augmented with biofeedback. They aimed to answer two primary questions. The first was whether or not users would respond positively to games with controls augmented, rather than replaced, by these sensors. The second was to identify which sensors and mechanics were most effective.
Results
In general, feedback was positive. Users felt the sensors made the game more immersive though in some ways more complicated. Typically they expressed preference for the game mechanics that corresponded most directly to their representative physical inputs.
Content
The paper pretty effectively lays out the motivations for the project before beginning on the details of the test setup. The authors describe in detail the function of the various physiological sensors as well as their function in-game. After describing a short user study the paper discusses the feedback received which, overall, was positive.
Discussion
I thought the paper and the project itself were both well designed. I like that they are taking a less intrusive approach to modifying gaming design by simply modifying controls rather than attempting to completely replace them. This paper has particular interest to me in the context of the game scaling they provided based on physiological data. Being able to ramp up a games difficulty or even modify the content based on how stimulated a person is smacks of the makings of a "perfect game". This is a concept far removed from the present, but a game that is just right for each individual that plays it is a very intriguing thought.