Using psychophysiological techniques to measure user experience with entertainment technologies
By Regan L. Mandryk, K. Quinn, T. Calvert. Behavior and Information Technology, 2006
595 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Experimental and Cognitive Psychology, Social Psychology
View Paper: https://www.semanticscholar.org/paper/90ff5007cc2eee1db3a8f3b38c1f96fd7272db4c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- S. Atkins
- Regan L. Mandryk
- Javier A. Bargas-Avila
- Kasper Hornbæk
- Cristina Conati
- Heather Maclaren
- M. Atkins
- K. Inkpen
In Experimental and Cognitive Psychology
- Stephen H. Fairclough
- Thierry Pun
- Mohammad Soleymani
- Guillaume Chanel
- Kasper Hornbæk
- Javier A. Bargas-Avila
- Cristina Conati
- Heather Maclaren
In Social Psychology
- Stephen H. Fairclough
- S. Atkins
- Thierry Pun
- Guillaume Chanel
- Regan L. Mandryk
- Kasper Hornbæk
- Mohammad Soleymani
- Javier A. Bargas-Avila
Citations in the corpus
- Fundamentals of physiological computing (2009, background): “Interested readers are referred to Picard (1997) and Picard et al. (2001), Allanson and Fairclough (2004), or Mandryk et al. (2006) for discussion of these issues.”
- A continuous and objective evaluation of emotional experience with interactive play environments (2006, methodology): “The html-based questionnaire was filled out using a laptop computer to reduce the physiological impact of communicating with the experimenter [19].”
- ECG Pattern Analysis for Emotion Detection (2012, unknown): “Ç”
- Skinput: appropriating the body as an input surface (2010, unknown): “[16,17,20]).”
- Empirically building and evaluating a probabilistic model of user affect (2009, methodology): “Mandryk et al. (2006) used skin conductance, heart rate variability, EMG (to measure jaw-clenching), and respiration sensors to measure the overall emotional dispositions of players interacting with a video-game, as labeled by players’ post-episode subjective ratings of ‘fun’, ‘challenge’,…”
- Short-term emotion assessment in a recall paradigm (2009, background): “Such an assessment can be done by using different self-report methods (Isomursu et al., 2007) or by inferring emotional states from others measures such as physiological signals (Mandryk et al., 2006; Picard and Daily, 2005).”
- Old wine in new bottles or novel challenges: a critical analysis of empirical studies of user experience (2011, methodology): “[56] investigated heart rate, galvanic skin response and other measures, and showed how they could be used to distinguish gaming against a computer from against a friend.”
- Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks (2009, background): “Flow-related experiences have been studied directly in experiments observing play using game consoles (Bowman & Boyan, 2008; Bowman & Sherry, 2006; Mandryk et al., 2006; Sherry, Rosaen, Bowman, & Huh, 2006) as well as play online (Rheinberg & Vollmeyer, 2003; Weibel et al.”
- A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007, methodology): “Prior work revealed that GSR and EMGjaw were higher when playing against a friend, over playing against a computer [22, 23].”