Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback

This paper describes an investigation into how real-time but low-cost biometric information can be interpreted by computer games to enhance gameplay without fundamentally changing it. We adapted a cheap sensor (the Lightstone mediation sensor device by Wild Divine), to record and transfer biometric...

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Main Authors: Dekker, A., Champion, Erik
Format: Conference Paper
Published: 2007
Online Access:http://www.digra.org/wp-content/uploads/digital-library/07312.18055.pdf
http://hdl.handle.net/20.500.11937/75426
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author Dekker, A.
Champion, Erik
author_facet Dekker, A.
Champion, Erik
author_sort Dekker, A.
building Curtin Institutional Repository
collection Online Access
description This paper describes an investigation into how real-time but low-cost biometric information can be interpreted by computer games to enhance gameplay without fundamentally changing it. We adapted a cheap sensor (the Lightstone mediation sensor device by Wild Divine), to record and transfer biometric information about the player (via sensors that clip over their fingers) into a commercial game engine, Half-Life 2. During game play, the computer game was dynamically modified by the player’s biometric information to increase the cinematically augmented “horror” affordances. These included dynamic changes in the game shaders, screen shake, and the creation of new spawning points for the game’s non-playing characters (zombies), all these features were driven by the player’s biometric data. To evaluate the usefulness of this biofeedback device, we compared it against a control group of players who also had sensors clipped on their fingers, but for the second group the gameplay was not modified by the biometric information of the players. While the evaluation results indicate biometric data can improve the situated feeling of horror, there are many design issues that will need to be investigated by future research, and the judicious selection of theme and appropriate interaction is vital.
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spelling curtin-20.500.11937-754262019-06-27T07:58:51Z Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback Dekker, A. Champion, Erik This paper describes an investigation into how real-time but low-cost biometric information can be interpreted by computer games to enhance gameplay without fundamentally changing it. We adapted a cheap sensor (the Lightstone mediation sensor device by Wild Divine), to record and transfer biometric information about the player (via sensors that clip over their fingers) into a commercial game engine, Half-Life 2. During game play, the computer game was dynamically modified by the player’s biometric information to increase the cinematically augmented “horror” affordances. These included dynamic changes in the game shaders, screen shake, and the creation of new spawning points for the game’s non-playing characters (zombies), all these features were driven by the player’s biometric data. To evaluate the usefulness of this biofeedback device, we compared it against a control group of players who also had sensors clipped on their fingers, but for the second group the gameplay was not modified by the biometric information of the players. While the evaluation results indicate biometric data can improve the situated feeling of horror, there are many design issues that will need to be investigated by future research, and the judicious selection of theme and appropriate interaction is vital. 2007 Conference Paper http://hdl.handle.net/20.500.11937/75426 10.25917/5d1443e8af4a0 http://www.digra.org/wp-content/uploads/digital-library/07312.18055.pdf fulltext
spellingShingle Dekker, A.
Champion, Erik
Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback
title Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback
title_full Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback
title_fullStr Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback
title_full_unstemmed Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback
title_short Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback
title_sort please biofeed the zombies: enhancing the gameplay and display of a horror game using biofeedback
url http://www.digra.org/wp-content/uploads/digital-library/07312.18055.pdf
http://hdl.handle.net/20.500.11937/75426