Media Technology MSc

BioPong: Adaptive Gaming Using Biofeedback


Abstract

The goal of this study was to develop a biofeedback version of the classic video game Pong in which heartbeat and galvanic skin response measurements are used to adapt the game difficulty according to the physiological state of the users. It was hypothesized that the biofeedback version of Pong would improve user experience and performance. Two prototypes were tested on a total of 12 players. User evaluations have been used to measure user experience and scores have been used to measure user performance. The results show that Pong can be made easier or harder according to the physiological state of the player, which improves user experience. User performance did not improve.

Reference

Dirrik H.G. Emmen and Georgios Lampropoulos, BioPong: Adaptive Gaming Using Biofeedback. In: Creating the Difference, Proceedings of the Chi Sparks 2014 Conference, pp 100-103 (2014).

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http://mediatechnology.leiden.edu/images/uploads/docs/emmen-biopong-adaptive-gaming-using-biofeedback-chisparks2014.pdf