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Entertainment feature of a game using skin conductance response

Published: 02 September 2004 Publication History

Abstract

There are many computer games in the world, but generally game players challenge either the computer, or real players in the case of many person games. In view of the strong connectivity advocated between communication and entertainment in the field of entertainment computing, the use of biological signals for computer games is of interest. Here, a novel type of game using biological signals was developed as an entertainment device. The change in skin conductance caused by sweating was measured as a signal reflecting the player's agitation during the game. This type of game incorporates various characteristics relating to communication. First, players of the game challenge themselves because they are able to view their detected biological signals. In this situation, a kind of self-reference system is constructed. Second, the environments in which the game is played changed how the game was enjoyed. Third, the game system reveals differences of context between player and observer. From these characteristics, it is considered that the use of biological signals is attractive for entertainment computing.

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Cited By

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  • (2024)ecSkin: Low-Cost Fabrication of Epidermal Electrochemical Sensors for Detecting Biomarkers in SweatProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642232(1-20)Online publication date: 11-May-2024
  • (2022)Affective Serious Games for GLAMs InstitutionsHandbook of Research on Gamification Dynamics and User Experience Design10.4018/978-1-6684-4291-3.ch020(425-444)Online publication date: 20-May-2022
  • (2020)PhysioSkin: Rapid Fabrication of Skin-Conformal Physiological InterfacesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376366(1-10)Online publication date: 21-Apr-2020
  • Show More Cited By

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cover image ACM Other conferences
ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
September 2004
368 pages
ISBN:1581138822
DOI:10.1145/1067343
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 September 2004

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Author Tags

  1. biological signal
  2. entertainment
  3. game
  4. skin conductance response

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ACE04

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2024)ecSkin: Low-Cost Fabrication of Epidermal Electrochemical Sensors for Detecting Biomarkers in SweatProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642232(1-20)Online publication date: 11-May-2024
  • (2022)Affective Serious Games for GLAMs InstitutionsHandbook of Research on Gamification Dynamics and User Experience Design10.4018/978-1-6684-4291-3.ch020(425-444)Online publication date: 20-May-2022
  • (2020)PhysioSkin: Rapid Fabrication of Skin-Conformal Physiological InterfacesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376366(1-10)Online publication date: 21-Apr-2020
  • (2019)Ambiguity as a Resource to Inform Proto-PracticesACM Transactions on Computer-Human Interaction10.1145/331814326:4(1-32)Online publication date: 16-Jul-2019
  • (2019)A taxonomy and state of the art revision on affective gamesFuture Generation Computer Systems10.1016/j.future.2017.12.05692:C(516-525)Online publication date: 1-Mar-2019
  • (2015)Using physiological signal analysis to design affective VR gamesProceedings of the 2015 IEEE International Symposium on Signal Processing and Information Technology (ISSPIT)10.1109/ISSPIT.2015.7394401(57-62)Online publication date: 7-Dec-2015
  • (2012)Exploring passive user interaction for adaptive narrativesProceedings of the 2012 ACM international conference on Intelligent User Interfaces10.1145/2166966.2166990(119-128)Online publication date: 14-Feb-2012
  • (2011)Evaluating multimodal affective fusion using physiological signalsProceedings of the 16th international conference on Intelligent user interfaces10.1145/1943403.1943413(53-62)Online publication date: 13-Feb-2011
  • (2010)A biofeedback game with physical actionsProceedings of the 9th international conference on Entertainment computing10.5555/1881673.1881724(381-388)Online publication date: 8-Sep-2010
  • (2010)The Unconventional Interaction LibraryProceedings of the 2010 Eighth International Conference on Creating, Connecting and Collaborating through Computing10.1109/C5.2010.14(61-67)Online publication date: 25-Jan-2010
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