Sign In

A subscription to JoVE is required to view this content. Sign in or start your free trial.

In This Article

  • Summary
  • Abstract
  • Introduction
  • Protocol
  • Representative Results
  • Discussion
  • Acknowledgements
  • Materials
  • References
  • Reprints and Permissions

Summary

We propose a methodology that enables measuring engagement of spectators in a social digital game combining physiological and self-reported data. As this digital game involves a group of freely moving people, the experience is filmed using a synchronizing technique that links physiological data with events in the game.

Abstract

The goal of this methodology is to assess explicit and implicit measures of engagement of spectators during social digital games in a group of participants with motion tracking systems. In the context of games that are not confined within a screen, measuring the different dimensions of engagement such as physiological arousal can be challenging. The focus of the study is made on the spectators of the game and the differences in their engagement according to interactivity. Engagement is measured with physiological and self-reported arousal, as well as an engagement questionnaire at the end of the experiment. Physiological arousal is measured with electrodermal activity (EDA) sensors that record the data on a portable device (EDA box). Portability was essential because of the nature of the game, which is akin to a life-size pong and includes many participants that move. To have an overview of the events of the game, three cameras are used to film three angles of the playing field. To synchronize the EDA data with events happening in the game, boxes with digital numbers are used and put in the frames of cameras. Signals are sent from a sync box simultaneously to the EDA boxes and to light boxes. The light boxes show the synchronization numbers to the cameras, and the same numbers are also logged on the EDA data file. That way, it is possible to record EDA of many people that move freely in a large space and synchronize this data with events in the game. In our particular study, we were able to assess the differences in arousal for the different conditions of interactivity. One of the limitations of this method is that the signals cannot be sent farther than 20 meters away. This method is, therefore, appropriate for recording physiological data in games with an unlimited number of players but is restricted to a limited space.

Introduction

Studying the experience of game spectators helps to better understand the positive and negative aspects of the game, and in turn, can help to improve its design1. Recent innovations in the gaming industry have allowed new types of experiences that move forward from traditional console-based gaming2. With digital games that use motion tracking systems that are not confined within a screen, audiences do not have to be positioned in a fixed spot anymore. This new reality creates challenges in the assessment of spectators' experience. The experiment was performed in the studio of the creators of the game but could be rep....

Protocol

The following protocol was approved by HEC Montréal's ethics committee prior to the beginning of the data collection.

1. Participant screening for the experiment

  1. Recruit participants 18 years and older. Ensure that participants understand the language of the experiment, can stand for 20 min, possess a smartphone dating from a maximum of 5 years, do not have skin allergies or sensitivities, do not have a pacemaker and do not suffer from epilepsy or any other diagnosed healt.......

Representative Results

This section describes the representative results of this study. We recruited participants using social media and our institution's panel of participants. Of the 78 participants, 40 were women. The mean age was 22 years old. None of the participants had previously played the game. Other exclusion criteria can be found in step 1 of the protocol.

The descriptive statistics, which can be seen in Table 1, contain the mean per condition, for each measure. The mean of the arousa.......

Discussion

Please note that the steps were performed in the studio of the creators of the game but could be replicated in a laboratory setting or another environment that has enough space to fit the game. It is important to note that the sync box can only transmit a pulse to the lights and EDA boxes that are within 20 meters. Therefore, the game room or playing field must not be larger.

Existing laboratory methods have used software to simultaneously begin both the recording of the videogame screen and p.......

Acknowledgements

We would like to thank MITACS in partnership with the company that created the game to have funded this research project.

....

Materials

NameCompanyCatalog NumberComments
BITalino (r)evolution Freestyle Kit (PLUX Wireless biosignals S.A.) BITalino810121006
Devices (1 syncbox, 3 light boxes, 2 EDA boxes)Developed by Tech3Lab researchers1n/a
CubeHX2n/an/a
Charging stationPrime 60W 12A 6-Port Desktop ChargerRP-PC028
6 USB3 wires for chargingInsignia 3m (10 ft.) Charge-and-Play USB A/ Micro USB CableNS-GPS4CC101-C2
3D scannerVelodyne LiDARVLP-16
ProjectorsBarcoF90-W13
Jerseys* (fabric, tape, string)AnyAny
2 low light camerasSonyA7S
2 tripods for the A7SManfrottoMVK500190XV
2 light stands for the go pro and the syncboxImpact LS-8AI
1 plier for the light stand of the syncboxNeewer Super Clamp Plier Clip
1 magic arm for the light box of the go proMagic Arm143A
1 Go ProGo Pro5
1 MicrophoneRode VideoMic Rycote
2 armbandsAmyzorMoisture Wicking Sweatband 
*Make them yourself by taping the number on the fabric and perforating two holes to enter the string
Sources:
1.Courtemanche, F. et al. Method of and System for Processing Signals Sensed
From a User. US 15/552,788 (2018).
2. Léger, P.M., Courtemanche, F., Fredette, M., Sénécal, S. A cloud-based lab
management and analytics software for triangulated human-centered research.
In Lecture Notes in information Systems and Neuroscience. Edited by Thomas
Fischer, 93-99, Springer. Cham (2019).

References

  1. Cheung, G., Huang, J. Starcraft from the stands: Understanding the game spectator. Conference on Human Factors in Computing Systems - Proceedings. , 763-772 (2011).
  2. Foxlin, E., Wormell, T., Browne, C., Donfrancesco, M. Motion trac....

Explore More Articles

Social Digital GameEngagement MeasurementPhysiological DataSelf reported DataEDA BoxLight BoxSync BoxArmbandEDA ElectrodesEDA SensorsConsent FormPre experimental QuestionnaireBluetooth ConnectionSync Box ModeCamera SetupParticipant GreetingEDA Equipment InstallationElectrode Placement

This article has been published

Video Coming Soon

JoVE Logo

Privacy

Terms of Use

Policies

Research

Education

ABOUT JoVE

Copyright © 2024 MyJoVE Corporation. All rights reserved