Correlating gamers' brainwaves to their subjective feelings in virtual reality games under different viewing perspectives

Diego Monteiro, Hai Ning Liang*, Nilufar Baghaei

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

4 Citations (Scopus)

Abstract

Consumer virtual reality (VR) is a relatively new mass technology that needs to be explored further so we can understand how it affects players from a psychophysiological perspective and how it differs from a common display during gameplay. One aspect of VR gameplay that is particularly underexplored when it comes to psychophysiological data is viewing perspective. This research aims to assess and analyse how players' brainwaves correlate to their subjective feelings when playing in first-person and third-person viewing perspectives in VR. We report the findings of an experiment in which participants play a game in VR under first-and third-person perspectives and have their EEG data recorded. Our findings indicate that some waves correlate to subjective feelings regardless of viewing perspective, whereas others are more reliant on which perspective the gamers are playing in (e.g. Alpha). The results of this research are applicable to the design of VR games, especially those aimed at improving players' health.

Original languageEnglish
Title of host publicationProceedings - VRCAI 2018
Subtitle of host publication16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
EditorsStephen N. Spencer
PublisherAssociation for Computing Machinery, Inc
ISBN (Electronic)9781450360876
DOIs
Publication statusPublished - 2 Dec 2018
Event16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, VRCAI 2018 - Tokyo, Japan
Duration: 2 Dec 20183 Dec 2018

Publication series

NameProceedings - VRCAI 2018: 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry

Conference

Conference16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, VRCAI 2018
Country/TerritoryJapan
CityTokyo
Period2/12/183/12/18

Keywords

  • Brainwaves
  • EEG
  • Gameplay
  • Subjective feelings
  • Viewing perspective
  • Virtual reality

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