Abstract

In recent years, interest started mounting for the affective aspects of gameplay experience that digital games provide. Portable and wireless EEG devices are now available with more effective EEG processing algorithms which require fewer electrodes in real-time applications [1]. Consequently, the use of EEG-based technology has become more popular in the evaluation of serious games (games for learning) design and development. As a follow-up on the related paper [2] this study focusses on the use of affectional data with an EEG and also highlighted various contextual factors that influenced the evaluation of a serious game. Participants (N=17) wore a portable EEG while playing a prototype Statistics game on a desktop computer, during which their affectional data were recorded. The results from the EEG data indicated that the participants had an overall feeling of frustration while playing the Statistics game. These results are in relation to interview questions asked in the first part of this study. Although it is unclear whether this frustration was due to environmental issues or game mechanics, the findings can be used in forthcoming studies in order to limit the effects of frustration during gameplay and thus facilitate in better game experiences.

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