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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

UX Summit: Biometrics: Novel Tools, Methodologies, and Practices

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.