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Players' Opinions on Control and Playability of a BCI Game

机译:玩家对BCI游戏控制性和可玩性的看法

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摘要

Brain-computer interface (BCI) games can satisfy our need for competence by providing us with challenges that we should enjoy tackling. However, many BCI games that claim to provide enjoyable challenges fail to do so. Some common fallacies and pitfalls about BCI games play a role in this failure and in this paper we report on a study that we carried out to empirically investigate them. More specifically, we explored (1) active and passive interaction with BCI games, (2) BCI gaming as a skill and (3) playability of a BCI game. We conducted an experiment with 42 participants who played a popular computer game called World of Warcraft using a commercial BCI headset called EPOC. We conducted interviews about the participants' experiences of the game and ran a phenomenological analysis on their responses. The analysis results showed that (1) the players would like to play a BCI game actively if the BCI controls critical game elements, (2) the technical challenges of BCI cannot motivate the players to play a BCI game and (3) the players' enjoyment of one-time playing of a BCI game does not imply playability of the game.
机译:脑机接口(BCI)游戏可以通过向我们提供应享受的挑战来满足我们对能力的需求。但是,许多声称提供令人愉悦的挑战的BCI游戏却没有这样做。关于BCI游戏的一些常见谬论和陷阱在此失败中起作用,在本文中,我们报告了一项为实证研究而进行的研究。更具体地说,我们探讨了(1)与BCI游戏的主动和被动交互,(2)BCI游戏作为一种技能,以及(3)BCI游戏的可玩性。我们进行了一项实验,有42位参与者使用名为EPOC的商业BCI耳机玩了流行的计算机游戏《魔兽世界》。我们对参与者的游戏体验进行了采访,并对他们的反应进行了现象学分析。分析结果表明:(1)如果BCI控制关键游戏元素,则玩家希望主动玩BCI游戏;(2)BCI的技术挑战不能激励玩家玩BCI游戏;(3)玩家的BCI游戏。一次玩BCI游戏并不意味着该游戏具有可玩性。

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