EmotionBike: A Study of Provoking Emotions in Cycling Exergames

Larissa Müller, Sebastian Zagaria, Arne Bernin, Abbes Amira, Naeem Ramzan, Christos Grecos, Florian Vogt

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

In this work, we investigate the effect of how exercise game design elements generate deliberate real-time sensed emotional responses in gamers. Our experimental setup consists of a cycling game controller, a designed 3D first-person cycling game to provoke emotions, a data recording system, and an emotion analysis system. The physical cycling game controller is an enhanced computer controlled bike-exercise-trainer that enables handle bar steering and sets pedal resistance. Our developed 3D first person cycling game provokes emotions with game elements in different game settings: timed race, parcours traversal, and virtual world exploration. Our recording system synchronously captures video, game controller activity, and game events for emotion analysis. In this case study, we show evidence that crafted computer exergame elements are able to provoke subject emotions displayed in their facial expressions, which can be quantified with our developed analysis method. The game elements selected in the specific gameplay situations follow patterns that give inside and judge of individual players involvement and emotional tension. Our emotion analysis of game events provides insights into player reactions during specific game situations. Our results show that strong differing responses by individuals may be taken into account in the design of game mechanics. For example, the falling event of level 3 showed that two opposing strong reactions could be triggered in players. The emotion analysis methods may be used in other types of games. Hereby we believe that a combination of questionnaires and our in situ emotion analysis provide valuable feedback to aid decision in for game design and game mechanics.
Original languageEnglish
Title of host publicationEntertainment Computing - ICEC 2015
Subtitle of host publication14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings
EditorsKonstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka
Place of PublicationCham
PublisherSpringer International Publishing AG
Pages155-168
Number of pages14
ISBN (Print)978-3-319-24589-8
DOIs
Publication statusPublished - 2015

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Keywords

  • Exergame
  • Affective gaming
  • physical activity
  • cycling game
  • big five personality test
  • facial expression
  • emotion provocation
  • emotion recognition

Cite this

Müller, L., Zagaria, S., Bernin, A., Amira, A., Ramzan, N., Grecos, C., & Vogt, F. (2015). EmotionBike: A Study of Provoking Emotions in Cycling Exergames. In K. Chorianopoulos, M. Divitini, J. Baalsrud Hauge, L. Jaccheri, & R. Malaka (Eds.), Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings (pp. 155-168). Cham: Springer International Publishing AG. https://doi.org/10.1007/978-3-319-24589-8_12
Müller, Larissa ; Zagaria, Sebastian ; Bernin, Arne ; Amira, Abbes ; Ramzan, Naeem ; Grecos, Christos ; Vogt, Florian. / EmotionBike : A Study of Provoking Emotions in Cycling Exergames. Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings. editor / Konstantinos Chorianopoulos ; Monica Divitini ; Jannicke Baalsrud Hauge ; Letizia Jaccheri ; Rainer Malaka. Cham : Springer International Publishing AG, 2015. pp. 155-168
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abstract = "In this work, we investigate the effect of how exercise game design elements generate deliberate real-time sensed emotional responses in gamers. Our experimental setup consists of a cycling game controller, a designed 3D first-person cycling game to provoke emotions, a data recording system, and an emotion analysis system. The physical cycling game controller is an enhanced computer controlled bike-exercise-trainer that enables handle bar steering and sets pedal resistance. Our developed 3D first person cycling game provokes emotions with game elements in different game settings: timed race, parcours traversal, and virtual world exploration. Our recording system synchronously captures video, game controller activity, and game events for emotion analysis. In this case study, we show evidence that crafted computer exergame elements are able to provoke subject emotions displayed in their facial expressions, which can be quantified with our developed analysis method. The game elements selected in the specific gameplay situations follow patterns that give inside and judge of individual players involvement and emotional tension. Our emotion analysis of game events provides insights into player reactions during specific game situations. Our results show that strong differing responses by individuals may be taken into account in the design of game mechanics. For example, the falling event of level 3 showed that two opposing strong reactions could be triggered in players. The emotion analysis methods may be used in other types of games. Hereby we believe that a combination of questionnaires and our in situ emotion analysis provide valuable feedback to aid decision in for game design and game mechanics.",
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Müller, L, Zagaria, S, Bernin, A, Amira, A, Ramzan, N, Grecos, C & Vogt, F 2015, EmotionBike: A Study of Provoking Emotions in Cycling Exergames. in K Chorianopoulos, M Divitini, J Baalsrud Hauge, L Jaccheri & R Malaka (eds), Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings. Springer International Publishing AG, Cham, pp. 155-168. https://doi.org/10.1007/978-3-319-24589-8_12

EmotionBike : A Study of Provoking Emotions in Cycling Exergames. / Müller, Larissa; Zagaria, Sebastian; Bernin, Arne; Amira, Abbes; Ramzan, Naeem; Grecos, Christos; Vogt, Florian.

Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings. ed. / Konstantinos Chorianopoulos; Monica Divitini; Jannicke Baalsrud Hauge; Letizia Jaccheri; Rainer Malaka. Cham : Springer International Publishing AG, 2015. p. 155-168.

Research output: Chapter in Book/Report/Conference proceedingChapter

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T1 - EmotionBike

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AU - Müller, Larissa

AU - Zagaria, Sebastian

AU - Bernin, Arne

AU - Amira, Abbes

AU - Ramzan, Naeem

AU - Grecos, Christos

AU - Vogt, Florian

PY - 2015

Y1 - 2015

N2 - In this work, we investigate the effect of how exercise game design elements generate deliberate real-time sensed emotional responses in gamers. Our experimental setup consists of a cycling game controller, a designed 3D first-person cycling game to provoke emotions, a data recording system, and an emotion analysis system. The physical cycling game controller is an enhanced computer controlled bike-exercise-trainer that enables handle bar steering and sets pedal resistance. Our developed 3D first person cycling game provokes emotions with game elements in different game settings: timed race, parcours traversal, and virtual world exploration. Our recording system synchronously captures video, game controller activity, and game events for emotion analysis. In this case study, we show evidence that crafted computer exergame elements are able to provoke subject emotions displayed in their facial expressions, which can be quantified with our developed analysis method. The game elements selected in the specific gameplay situations follow patterns that give inside and judge of individual players involvement and emotional tension. Our emotion analysis of game events provides insights into player reactions during specific game situations. Our results show that strong differing responses by individuals may be taken into account in the design of game mechanics. For example, the falling event of level 3 showed that two opposing strong reactions could be triggered in players. The emotion analysis methods may be used in other types of games. Hereby we believe that a combination of questionnaires and our in situ emotion analysis provide valuable feedback to aid decision in for game design and game mechanics.

AB - In this work, we investigate the effect of how exercise game design elements generate deliberate real-time sensed emotional responses in gamers. Our experimental setup consists of a cycling game controller, a designed 3D first-person cycling game to provoke emotions, a data recording system, and an emotion analysis system. The physical cycling game controller is an enhanced computer controlled bike-exercise-trainer that enables handle bar steering and sets pedal resistance. Our developed 3D first person cycling game provokes emotions with game elements in different game settings: timed race, parcours traversal, and virtual world exploration. Our recording system synchronously captures video, game controller activity, and game events for emotion analysis. In this case study, we show evidence that crafted computer exergame elements are able to provoke subject emotions displayed in their facial expressions, which can be quantified with our developed analysis method. The game elements selected in the specific gameplay situations follow patterns that give inside and judge of individual players involvement and emotional tension. Our emotion analysis of game events provides insights into player reactions during specific game situations. Our results show that strong differing responses by individuals may be taken into account in the design of game mechanics. For example, the falling event of level 3 showed that two opposing strong reactions could be triggered in players. The emotion analysis methods may be used in other types of games. Hereby we believe that a combination of questionnaires and our in situ emotion analysis provide valuable feedback to aid decision in for game design and game mechanics.

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KW - Affective gaming

KW - physical activity

KW - cycling game

KW - big five personality test

KW - facial expression

KW - emotion provocation

KW - emotion recognition

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DO - 10.1007/978-3-319-24589-8_12

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BT - Entertainment Computing - ICEC 2015

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Müller L, Zagaria S, Bernin A, Amira A, Ramzan N, Grecos C et al. EmotionBike: A Study of Provoking Emotions in Cycling Exergames. In Chorianopoulos K, Divitini M, Baalsrud Hauge J, Jaccheri L, Malaka R, editors, Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings. Cham: Springer International Publishing AG. 2015. p. 155-168 https://doi.org/10.1007/978-3-319-24589-8_12