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Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †

Analyses of user experience in the electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that self-reporting alone carries inherent problems—mainly the misinterpretation and temporal delay during longer experiments...

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Autores principales: Čertický, Martin, Čertický, Michal, Sinčák, Peter, Magyar, Gergely, Vaščák, Ján, Cavallo, Filippo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6427444/
https://www.ncbi.nlm.nih.gov/pubmed/30813552
http://dx.doi.org/10.3390/s19050989
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author Čertický, Martin
Čertický, Michal
Sinčák, Peter
Magyar, Gergely
Vaščák, Ján
Cavallo, Filippo
author_facet Čertický, Martin
Čertický, Michal
Sinčák, Peter
Magyar, Gergely
Vaščák, Ján
Cavallo, Filippo
author_sort Čertický, Martin
collection PubMed
description Analyses of user experience in the electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that self-reporting alone carries inherent problems—mainly the misinterpretation and temporal delay during longer experiments—and therefore, should not be used as a sole metric. To tackle this problem, we propose the possibility of modeling consumer experience using psychophysiological measures and demonstrate how such models can be trained using machine learning methods. We use a machine learning approach to model user experience using real-time data produced by the autonomic nervous system and involuntary psychophysiological responses. Multiple psychophysiological measures, such as heart rate, electrodermal activity, and respiratory activity, have been used in combination with self-reporting to prepare training sets for machine learning algorithms. The training data was collected from 31 participants during hour-long experiment sessions, where they played multiple video-games. Afterwards, we trained and compared the results of four different machine learning models, out of which the best one produced ∼96% accuracy. The results suggest that psychophysiological measures can indeed be used to assess the enjoyment of digital entertainment consumers.
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spelling pubmed-64274442019-04-15 Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment † Čertický, Martin Čertický, Michal Sinčák, Peter Magyar, Gergely Vaščák, Ján Cavallo, Filippo Sensors (Basel) Article Analyses of user experience in the electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that self-reporting alone carries inherent problems—mainly the misinterpretation and temporal delay during longer experiments—and therefore, should not be used as a sole metric. To tackle this problem, we propose the possibility of modeling consumer experience using psychophysiological measures and demonstrate how such models can be trained using machine learning methods. We use a machine learning approach to model user experience using real-time data produced by the autonomic nervous system and involuntary psychophysiological responses. Multiple psychophysiological measures, such as heart rate, electrodermal activity, and respiratory activity, have been used in combination with self-reporting to prepare training sets for machine learning algorithms. The training data was collected from 31 participants during hour-long experiment sessions, where they played multiple video-games. Afterwards, we trained and compared the results of four different machine learning models, out of which the best one produced ∼96% accuracy. The results suggest that psychophysiological measures can indeed be used to assess the enjoyment of digital entertainment consumers. MDPI 2019-02-26 /pmc/articles/PMC6427444/ /pubmed/30813552 http://dx.doi.org/10.3390/s19050989 Text en © 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Čertický, Martin
Čertický, Michal
Sinčák, Peter
Magyar, Gergely
Vaščák, Ján
Cavallo, Filippo
Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †
title Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †
title_full Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †
title_fullStr Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †
title_full_unstemmed Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †
title_short Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †
title_sort psychophysiological indicators for modeling user experience in interactive digital entertainment †
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6427444/
https://www.ncbi.nlm.nih.gov/pubmed/30813552
http://dx.doi.org/10.3390/s19050989
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