This paper is aimed at investigating whether a biofeedback device can positively increase a player's experience of thrill and suspension in a horror game. To facilitate this, two versions of the same horror game were created with a connection to a heart rate monitor. The difference between the two versions of the game was that the core elements were controlled by the heart rate which attempted to keep the player in a constant suspense state based on their heart rate. This was done to enhance the player's experience and thrill. These two versions of the game were then play-tested by users. Users had no insight into which version they were testing and afterward, a questionnaire was administered to ascertain the tester's emotional responses.The collected data was then analyzed and a pattern could be observed where testers preferred the version of the game that was controlled by the heart rate. This, backed by previous studies showed that using a biofeedback device to implement only the heart rate into a game had a marked positive effect on player experience. Still, additional research is needed with a larger control group to get more accurate results.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-63270 |
Date | January 2023 |
Creators | Hedlund, Ted, Norrlind, Olof |
Publisher | Malmö universitet, Fakulteten för teknik och samhälle (TS) |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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