Abstract: "With the increasing potential for gaming hardware
and peripherals to support biometrics, their application within
the games industry for software and design should be
considered.
This pa
per assesses the ability to use a form of biometric
measurement, heart rate, in real
-
time to improve the challenge
and enjoyment of a game by catering it to individuals of
varying ability
.
While the findings of this study are valuable to
game developers in
terested in providing additional dimensions
to gameplay and testing, they may also be useful for those
researching medical or the
rapeutic applications for games
.
The results suggest that although the tested game was
inherently challenging and enjoyable, t
he adaptive affective
gameplay was not altering the game enough to induce strong
physiological or emotional responses from participants.
Biofeedback games lend themselves to medical applications,
but adaptive affective games can be used to respond
sympathe
tically to the player without requiring direct control
of physiological responses
as a form of input."