Videogames are a uniquely interactive artistic medium. Playing games can influence our emotions considerably, and the empathy one needs to control a virtual character and become invested in a virtual situation facilitates this effect. Anyone who has played a videogame can probably recall feelings of frustration, triumph or joy. Gaming socially can also elicit our emotions towards one another.
Traditionally videogames are controlled by pressing buttons and moving a joy stick or mouse. In recent years, more input methods for games have entered the mainstream market, like voice recognition and accelerometers/cameras for motion sensing. This website will investigate the idea of using physiological information as input in videogames - how it is being used, and how it could be used.
Using physiological input in games is an application of "biofeedback," a process where people can monitor their physiological signs in real time. One kind of biofeedback is "affective feedback," where the framework presenting these signs will have its own effect on the user. A game that uses affective feedback may fulfill criteria of "affective design," a game design philosophy that encourages focus on predicting a user's emotions and keeping them engaged and having fun.
Traditionally videogames are controlled by pressing buttons and moving a joy stick or mouse. In recent years, more input methods for games have entered the mainstream market, like voice recognition and accelerometers/cameras for motion sensing. This website will investigate the idea of using physiological information as input in videogames - how it is being used, and how it could be used.
Using physiological input in games is an application of "biofeedback," a process where people can monitor their physiological signs in real time. One kind of biofeedback is "affective feedback," where the framework presenting these signs will have its own effect on the user. A game that uses affective feedback may fulfill criteria of "affective design," a game design philosophy that encourages focus on predicting a user's emotions and keeping them engaged and having fun.