Physiological user research - Experiementation/Game
Master's project
Goal
Study the effects of frustration in a game on motivation, engagement and arousal on users.
Challenges
Use and learn a complete methodology for capturing and analyzing signals from a commercial EEG headset (Emotiv Epoc) and, in a short time with a limited number of subjects, obtain results indicative of the users' state in different game sequences.
Realisations
Planning and design
Literature review on emotions and cognition involving games and frustration, player types, on capture, processing and analysis of physiological signals and the detection of motivation, engagement and arousal
Plannification of the experiments based on known practices in the field in similar projects
Design and programming of two experiments in AS3
Users data collection
Preparations of 12 subjects for the execution of tasks and the capture of physiological signals
Execution of a pretest including a SAM test accompanied by images from the GAPED library to provoke cognitive and emotional states for a duration of 5 minutes
Execution of a high intensity game type experiment with variable difficulty levels and 4 conditions for a duration of 20 minutes
Collection of performance data through game metrics and physiological signals with an EEG headset
Survey presentations before and after the tests
Results analysis
Signal processing in EEGlab
Results' analysis in frequency bands with statistical support using repeated measures ANOVAs
Summary of the results and writing of a 70+ pages project report
Results
Learning of the methodological aspects using an EEG headset in user research. Trends partly related to the hypotheses were detected, an increase of the engagement and the arousal during frustrating events in the game, but with a reduction in motivation, thus a withdrawal motivation. The number of subjects, the quality of the headset and the speed of the gameplay sequences proved to be contributing factors to the lack of statistical significance of the results.