Gender, electrodermal activity, and videogames: Adding a psychophysiological dimension to sociolinguistic methods (original) (raw)

Gaming Gender

2021

Cultural and Post-Colonial Studies have long identified ocularcentrism, or the privilege of vision in culture and thought, as one of the prime causes behind the tendency to manipulate and categorize matter, bodies and meanings. This paper examines the power of computer-generated images to produce a kind of digital interaction which upsets gendered visual and listening conventions, such as those traditionally experienced in cinema. The article will take into consideration Valve's Portal (2007), a first person videogame which proposes a 'topological' way of seeing relying on the synaesthetic working of the human sensorium. Images do not simply represent objects and places, but allow for countless configurations of space. The visual effort to confront with images of pure potential brings about an affective intensification of sensory faculties, especially of the senses of touch and hearing. As a consequence, images are endowed with tactile qualities which make possible the a...

Femininity in Video Games: An Analysis of Gender in Terms of Visual Aspects, Narrative and Sociability

International Conferences Interfaces and Human Computer Interaction 2019; Game and Entertainment Technologies 2019; and Computer Graphics, Visualization, Computer Vision and Image Processing 2019

The role of gender in the design of technologies has been a topic of growing importance in fields such as Interaction Design, HCI and Games. Understanding that technology development and use practices emerge within the cultural processes, we analyze notions of traditional femininity in technology, as well as new approaches to female representation. The issues discussed and briefly analyzed in this essay point to a production and regulation of gender by technologies such as video games. Our goal in this paper, therefore, is to assess how gender impacts design and the use of digital games in terms of visuals, narrative and sociability.

Electrodermal Response in Gaming

Journal of Computer Networks and Communications, 2011

Steady improvements in technologies that measure human emotional response offer new possibilities for making computer games more immersive. This paper reviews the history of designs a particular branch of affective technologies that acquire electrodermal response readings from human subjects. Electrodermal response meters have gone through continual improvements to better measure these nervous responses, but still fall short of the capabilities of today's technology. Electrodermal response traditionally have been labor intensive. Protocols and transcription of subject responses were recorded on separate documents, forcing constant shifts of attention between scripts, electrodermal measuring devices and of observations and subject responses. These problems can be resolved by collecting more information and integrating it in a computer interface that is, by adding relevant sensors in addition to the basic electrodermal resistance reading to untangle (1) body resistance; (2) skin r...

Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE)

Conference of the Digital Games Research Association, 2005

In this paper we describe the fundamentals of affective gaming from a physiological point of view, covering some of the origins of the genre, how affective videogames operate and current conceptual and technological capabilities. We ground this overview of the ongoing research by taking an in-depth look at one of our own early biofeedback-based affective games. Based on our analysis

Madeira, F., Arriaga, P., Adrião, J., Lopes, R., & Esteves, F. (2013). Emotional Gaming. In Y. Baek (Ed.), Psychology of Gaming (pp. 11-29). New York: Nova Science Publishers. ISBN: 978-1-6241 7-577-0

Emotional Gaming, 2013

In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games.

Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation

Media Psychology, 2006

We examined emotional valence- and arousal-related phasic psychophysiological responses to different video game events among 36 young adults who played Super Monkey Ball 2 (Sega Corporation, Tokyo, Japan). Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic activity, skin conductance level, and cardiac interbeat intervals were recorded. Instantaneous game events elicited reliable psychophysiological responses indexing valence and arousal. A largely linear, positive dose-response relationship between rewards obtained in the game and phasic increases in arousal was revealed. The valence of the emotional response varied as a function of the player's active participation (active coping). In addition, not only positive events, but also some putatively negative events elicited positively valenced arousal. The findings extend our understanding of the phasic changes in the emotional state during video games and a dynamic flow of events and action and may have several applied implications (e.g., for game design).

Gaming Gender. Virtual Embodiment as a Synaesthetic Experience

Anglistica AION, 2014

Abstract: Cultural and Post-Colonial Studies have long identified ocularcentrism, or the privilege of vision in culture and thought, as one of the prime causes behind the tendency to manipulate and categorize matter, bodies and meanings. This paper examines the power of computer-generated images to produce a kind of digital interaction which upsets gendered visual and listening conventions, such as those traditionally experienced in cinema. The article will take into consideration Valve’s Portal (2007), a first person videogame which proposes a ‘topological’ way of seeing relying on the synaesthetic working of the human sensorium. Images do not simply represent objects and places, but allow for countless configurations of space. The visual effort to confront with images of pure potential brings about an affective intensification of sensory faculties, especially of the senses of touch and hearing. As a consequence, images are endowed with tactile qualities which make possible the absorption and propagation of sound stimuli. In the game, the ‘haptic’ quality of images works together with acousmatic resonances of female voice in order to recreate a hybrid embodied condition which dissolves the male-female binarism and, in so doing, challenges gendered cultural assumptions and established spectatorial positions.

Affective videogames and modes of affective gaming: assist me, challenge me, emote me

2005

In this paper we describe the fundamentals of affective gaming from a physiological point of view, covering some of the origins of the genre, how affective videogames operate and current conceptual and technological capabilities. We ground this overview of the ongoing research by taking an in-depth look at one of our own early biofeedback-based affective games. Based on our analysis of existing videogames and our own experience with affective videogames, we propose a new approach to game design based on several high-level design heuristics: assist me, challenge me and emote me (ACE), a series of gameplay "tweaks" made possible through affective videogames.

Gender Identities and Relations in Video Games

2020

The role of gender in the design of technologies has been a topic of growing importance in fields such as interaction design, HCI, and games. Understanding that technology development and usage practices emerge within the cultural processes, the authors propose in this chapter a discussion about the notions of traditional femininity, its relation to video games, as well as new approaches to female representation. It is also assessed the cultural understanding of gender, sex, and sexuality, as well as how these notions may influence the players experience. The issues discussed and briefly analyzed here point to a production and regulation of gender by technologies such as video games. Therefore, the goal is to assess how gender notions and relations influence the design and use of games in terms of visuals, narrative and sociability.