John E. Muñoz (Game Designer, UX Research Scientist, J&F Alliance & University of Waterloo)
Ifigeneia Mavridou (Research Consultancy Manager & Lead Affect Engineer, EmteqLab)
Romain Trachel (Principal Machine Learning Specialist , Eidos Sherbrooke)
Location: Room 2001, West Hall
Date: Monday, March 20
Time: 3:50 pm - 4:20 pm
Pass Type:
All Access Pass, Summits Pass
Topic:
Design
Format:
Lecture
Vault Recording: Video
Audience Level: Intermediate
This panel will describe how researchers use biometrics to investigate players' reactions, the technologies, sensors, software tools, methodologies, and common (more than best) practices. Additionally, novel software and hardware tools and game engine plugins aiming to streamline the integration of body signals into games will be revealed.
Three game user researchers working on game studios and start-ups will share their experiences integrating biometrics to describe player states and create comprehensive models of them. In particular, they will describe challenges when using GSR, EMG and HRV to describe engagement, excitement, and arousal levels of players during playtesting sessions for screen-based as well as VR experiences.
Takeaway
Attendees will learn about the state-of-art biometric sensor integration and biofeedback approaches for interactive applications. From sensing technologies and techniques to processing and interpretation approaches, panelists will provide examples and use cases as well as highlight the benefits and limitations of using biometrics as a complementary tool in game user research.
Intended Audience
This is for game designers, user researchers, and developers, as well as game user researchers, entrepreneurs, enthusiasts, and technologists.