Measuring emotional valence during interactive experiences: Boys at video game play

Richard L. Hazlett

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    This paper describes the use of facial electromyography (EMG) as a measure of positive and negative emotional valence during interactive experience. Thirteen boys played a car racing video game on an Xbox platform while facial EMG data were collected. Through video review positive and negative events during play were identified. The zygomaticus muscle EMG, which controls smiling, was found to be significantly greater during positive events as compared to negative. The corrugator muscle EMG, which controls frowning, was found to be significantly greater during negative events. The results of this study demonstrate that positive valence can be measured during interactive experiences with physiologic measures. This study also found that the corrugator EMG can still measure negative valence during high intensity interactive play in spite of the confounding factor of mental effort. These methods appear useful for associating the player's emotion with game events, and could be applied to HCI in general.

    Original languageEnglish (US)
    Title of host publicationCHI 2006
    Subtitle of host publicationConference on Human Factors in Computing Systems, Conference Proceedings SIGCHI
    Pages1023-1026
    Number of pages4
    StatePublished - Jul 17 2006
    EventCHI 2006: Conference on Human Factors in Computing Systems - Montreal, QC, Canada
    Duration: Apr 22 2006Apr 27 2006

    Publication series

    NameConference on Human Factors in Computing Systems - Proceedings
    Volume2

    Other

    OtherCHI 2006: Conference on Human Factors in Computing Systems
    CountryCanada
    CityMontreal, QC
    Period4/22/064/27/06

    Keywords

    • Affect
    • Evaluation methods
    • Games
    • Physiological measurements
    • Testing children

    ASJC Scopus subject areas

    • Software
    • Human-Computer Interaction
    • Computer Graphics and Computer-Aided Design

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  • Cite this

    Hazlett, R. L. (2006). Measuring emotional valence during interactive experiences: Boys at video game play. In CHI 2006: Conference on Human Factors in Computing Systems, Conference Proceedings SIGCHI (pp. 1023-1026). (Conference on Human Factors in Computing Systems - Proceedings; Vol. 2).