Correlation between Facial Expressions and the Game Experience Questionnaire

Open Access
Authors
Publication date 2014
Host editors
  • Y. Pisan
  • N.M. Sgouros
  • T. Marsh
Book title Entertainment Computing - ICEC 2014
Book subtitle 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014: proceedings
ISBN
  • 9783662452110
ISBN (electronic)
  • 9783662452127
Series Lecture Notes in Computer Science
Event ICEC 2014, the IFIP International Conference on Entertainment Computing
Pages (from-to) 229-231
Publisher Heidelberg: Springer
Organisations
  • Faculty of Science (FNWI) - Informatics Institute (IVI)
Abstract
Quantitative methods in the domain of player experience evaluation provide continuous and real-time analyses of player experiences. However, current quantitative methods are mostly either too confined within in-game statistics, or require non-typical laboratory play setups to monitor real-life behavior. This paper presents preliminary results on the feasibility of using facial expressions analysis as a natural quantitative method for evaluating player experiences. Correlations were performed between the facial expressions intensities and self-reported Game Experience Questionnaire (GEQ) dimensions of players in two video games.
Document type Conference contribution
Language English
Published at https://doi.org/10.1007/978-3-662-45212-7
Downloads
tan_bakkes_pisan_icec2014[1] (Accepted author manuscript)
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