Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena

Phil Lopes, R. Boulic
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引用次数: 3

Abstract

Over the past few years scientific research has opened up to the idea of using digital games for human-based studies. Fields such as Neuroscience, Medical and Affective Computing are currently using games to study human-based phenomena. Even though a vast amount of work exists within the field, rarely is the subject of designing such games ever touched upon. In fact a common problem within the field is that the games themselves are often an afterthought, where certain gameplay limitations are never truly acknowledged and tend to be mostly ignored. Thus, this paper intends to provide some game design guidelines to the most common problems found in literature from work specifically using games for human physiological data-collection purposes. Furthermore, a brief description of the most popular physiological recording methods: Skin Conductance (SC), Heart-Rate Variability (HRV), Electromyogram (EMG), Electroencephalogram (EEG) and Functional Magnetic Resonance Imaging (fMRI); are provided as the game-play “limitations” of using such devices are an important factor to take into consideration in the game design process. As such, the objective of this paper is to provide awareness of specific game design limitations found in literature and analyse them from a game design perspective.
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面向基于人类现象的实验协议设计游戏
在过去的几年里,科学研究已经开放了使用数字游戏进行人类研究的想法。神经科学、医学和情感计算等领域目前正在使用游戏来研究基于人类的现象。尽管在这一领域存在着大量的工作,但设计这类游戏的主题却很少被触及。事实上,该领域的一个普遍问题是,游戏本身往往是事后才想到的,其中某些玩法限制从未真正得到承认,而且往往被忽视。因此,本文旨在提供一些游戏设计指南,以解决文献中发现的最常见问题,特别是将游戏用于人类生理数据收集目的。此外,简要介绍了最流行的生理记录方法:皮肤电导(SC)、心率变异性(HRV)、肌电图(EMG)、脑电图(EEG)和功能磁共振成像(fMRI);在游戏设计过程中,使用这些设备的玩法“限制”是需要考虑的重要因素。因此,本文的目标是让人们意识到在文献中发现的特定游戏设计局限性,并从游戏设计的角度对其进行分析。
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