Toward Brain-based Gaming: MeasuringEngagement During Gameplay PROCEEDINGS
Sahbi Benlamine, Samira Bouslimi, Jason Harley, Claude Frasson, Aude Dufresne, University of Montreal, Canada
EdMedia: World Conference on Educational Media and Technology, in Montreal, Quebec, Canada ISBN 978-1-939797-16-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
In this study analyzed electroencephalography (EEG) and
online self-report emotion data from 20 students during
their interactions with a 3D adventure game developed
using the Unity engine. Analyses of the data revealed that
EEG can be effectively used to measure learners’
engagement, that this metric corresponds to participants
levels of self-reported emotions, and that directional
differences exist between gamer and non-gamer men, as
well as women that warrant future study.
Benlamine, S., Bouslimi, S., Harley, J., Frasson, C. & Dufresne, A. (2015). Toward Brain-based Gaming: MeasuringEngagement During Gameplay. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 717-722). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved August 18, 2017 from https://www.learntechlib.org/p/151340/.
© 2015 AACE
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