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Pressure at Play: Measuring Player

Approach and Avoidance through the

Keyboard

Wouter van den Hoogen, Eelco Braad* & Wijnand IJsselsteijn Hanze University of Applied sciences & Eindhoven University of

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DYNAMIC PLAYER EXPERIENCE

• The player experience is the result of the combination of

physical activities, cognitions and emotions a player has

during or shortly after play.

• It emerges from play, and changes during and after play. • This temporal character makes it a complex construct to

analyse and characterise.

• One approach is to adopt phasic analysis (event-based), relating in-game events to player experience

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MEASURING PLAYER EXPERIENCE

• Players’ verbal accounts during play (e.g. think-aloud protocols) or after the fact (e.g. interviews,

questionnaires).

• Psychophysiological measurements (e.g. EMG, skin conductance).

• Behavioural responses (e.g. movement synchrony, gamepad pressure).

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BEHAVIOURAL INDICATORS

• Behavioural indicators may include: – postural responses (static and dynamic)

– exerted pressure (on controls and environment) – intensity of movement

– synchronicity of movement

• Benefits of using behavioural indicators may be: – using naturally ocuring responses

– non-disruptive, continuous real-time during gameplay – increasing integration in game peripherals

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FUNCTIONAL AND BEHAVIOURAL

• Player behaviour related to game input can be interpreted as functional:

The player intentionally presses a button to trigger one of the in-game actions.

• Using additional behavioural measures, such actions may be experientially qualified:

The button force or speed of depressing may be indicative of the player’s determination.

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KEYBOARD PRESSURE

• Keyboard pressure has been related to the experienced level of difficulty in a game: pressure increases.

(Sykes and Brown, 2003; Tijs, Brokken, & IJsselsteijn, 2008)

• Keyboard pressure has been related to experiences of frustration and boredom, and correlated with subjective arousal.

(Van den Hoogen, IJsselsteijn, & De Kort, 2008)

• Behavioural cues from touchpad pressure can be used as indicators of negative affect in relation to phasic

critical incidents.

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APPROACH/AVOIDANCE BEHAVIOUR

• In general, negative events and actions are experienced and expressed stronger than the positive ones.

(Baumeister et al., 2001)

• Avoidance (of undesirable goals) is expressed stronger than approach (of desirable goals).

• Following psychology, we differentiate between: – in-control approach behaviour, pursuing desirable goals

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HYPOTHESIS AND METHOD

• Hypothesis: For fast-paced action games, such as first-person shooters and racing games, we predict that a player’s avoidance behaviour is expressed with higher keyboard pressure than approach behaviour.

• Tested with 19 participants (M=12, F=7; aged 18-42). • Test with 4 different games.

• Measurements through:

– retrospective self-report (SAM 9-point scales) – realtime keyboard pressure

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GAMES

• Four games: 2 first-person shooters and 2 racing games, played for 10 minutes each.

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KEYBOARD PRESSURE MEASURE

• Keyboard-based input (WSAD or arrows) using pressure sensors at the four corners.

• Mean pressure for each event type was calculated: – average pressure of the four corners

– range correction (pressure w.r.t. max pressure per participant) – mean value of range-corrected pressure for approach and

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SELF-REPORT SAM MEASURE

Pleasure

Arousal

Dominance

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0 0.05 0.1 0.15 0.2 0.25

Battlefield Hitman Collin McRae Trackmania

M aen KB Fo rce (0 -1) Approach Avoidance

• Re-MANOVA: Game (one of the four games), and Direction (forward vs. backward movement) as within subject factors with interface force as dependent variable.

• Higher average force for the backward movement (M=.17,

SE=.04) than forward movement (M=.15, SE=.04), (F(1,16)=14.06, p=.002)

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• LMM analyses:

– SAM arousal (fixed factor)

– Difference score between approach and avoidance pressure (dependent variable).

– Participants number (random factor)

• A significant main effect of SAM Arousal on the difference score of keyboard pressure

(F(1,66.18)=5.73, p=.02)

• Increased levels of arousal related with greater

difference between forward and backward oriented keyboard pressure.

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• Approach actions expressed with more force than avoidance actions.

• Corresponds with self-reported arousal throughout the games.

• Combination of behavioural and functional measurements: qualitative indicator of player experience.

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• Currently focused on mean force per input type;

additional research could add more detailed analysis. (e.g. dynamics, range, trends or onset & offset dynamics)

• Expert players may use such behaviours in different, perhaps more advanced ways:

– As found by (Elliot 2006), behaviours may be adopted in the context of goal-orientation in an anticipating way.

– Not all players smile after dying virtually, indicating player dependent behavioural patterns (v.d. Hoogen et al., 2012)

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THANK YOU // Q&A

Eelco Braad

Hanze University of Applied Sciences Groningen, The Netherlands

M: e.p.braad@pl.hanze.nl T: @illco

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THANK YOU // Q&A

Eelco Braad

Hanze University of Applied Sciences Groningen, The Netherlands

M: e.p.braad@pl.hanze.nl T: @illco

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