Brain-computer interfacing and games, Brain-Computer Interfaces, pp.149-178, 2010. ,
Measuring emotion: the self-assessment manikin and the semantic differential, Journal of behavior therapy and experimental psychiatry, vol.25, issue.1, pp.49-59, 1994. ,
Statistical Power Analysis for the Behavioral Sciences, p.82, 1988. ,
Flow: The Psychology of Optimal Experience. Harper Perennial, 1991. ,
Using heuristics to evaluate the playability of games, CHI'04 extended abstracts on Human factors in computing systems, pp.1509-1512, 2004. ,
Methods for game user research: Studying player behavior to enhance game design, IEEE Computer Graphics and Applications, vol.33, issue.4, pp.82-87, 2013. ,
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games, Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, pp.49-54, 2010. ,
Straightforward Statistics for the Behavioral Sciences, 1996. ,
Effects of valence and arousal on working memory performance in virtual reality gaming, 2017 Seventh International Conference on Affective Computing and Intelligent Interaction ,
, IEEE, 2017.
A deeper look at the use of telemetry for analysis of player behavior in rts games, International Conference on Entertainment Computing, pp.247-257, 2011. ,
Measuring emotional valence during interactive experiences: boys at video game play, Proceedings of the SIGCHI conference on Human Factors in computing systems, pp.1023-1026, 2006. ,
A study on thinking strategy between experts and novices of computer games, Computers in Human Behavior, vol.19, issue.2, pp.245-258, 2003. ,
Exploring behavioral expressions of player experience in digital games, Proceedings of the Workshop on Facial and Bodily Expression for Control and Adaptation of Games ECAG, pp.11-19, 2008. ,
A review of the use of psychophysiological methods in game research, journal of gaming & virtual worlds, vol.3, issue.3, pp.181-199, 2011. ,
Psychophysiology of challenge in play: Eda and self-reported arousal, Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp.1930-1936, 2016. ,
A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies, International Journal of Human-Computer Studies, vol.65, issue.4, pp.329-347, 2007. ,
A continuous and objective evaluation of emotional experience with interactive play environments, Proceedings of the SIGCHI conference on Human Factors in computing systems, pp.1027-1036, 2006. ,
Differentiating in-game frustration from at-game frustration using touch pressure, Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces, pp.225-234, 2016. ,
Flow and immersion in first-person shooters: measuring the player's gameplay experience, Proceedings of the 2008 Conference on Future Play: Research, Play, Share, pp.81-88, 2008. ,
Brain training for silver gamers: Effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience, CyberPsychology & Behavior, vol.12, issue.5, pp.493-499, 2009. ,
Measuring the user engagement process, Engagement by Design Pre-Conference Workshop, 2009. ,
Contributions of psychophysiology to media research: Review and recommendations, Media Psychology, vol.6, issue.2, pp.193-235, 2004. ,
A circumplex model of affect, Journal of Personality and Social Psychology, vol.39, issue.6, pp.1161-1178, 1980. ,
URL : https://hal.archives-ouvertes.fr/hal-01086372
Death with a story, Human Communication Research, vol.30, issue.3, pp.361-375, 2004. ,
Galvanic skin response (gsr) as an index of cognitive load, CHI'07 extended abstracts on Human factors in computing systems, pp.2651-2656, 2007. ,
Affective gaming: measuring emotion through the gamepad, CHI'03 extended abstracts on Human factors in computing systems, pp.732-733, 2003. ,
Inferring player experiences using facial expressions analysis, Proceedings of the 2014 Conference on Interactive Entertainment -IE2014, 2014. ,
Combining think-aloud and physiological data to understand video game experiences, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp.381-390, 2014. ,
Effects of Sensory Immersion on Behavioural Indicators of Player Experience: Movement Synchrony and Controller Pressure, DiGRA ཅ -Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Brunel University, 2009. ,
Pressure at play: Measuring player approach and avoidance behaviour through the keyboard, DiGRA -Proceedings of the 2014 DiGRA International Conference, 2014. ,