Physiological control in games has been studied for some time as a means to replace or augment existing game controllers. Examples of this are sensors such as Heart Beat, Electromyography, Skin Conductance or Respiration sensors. Under the supervision of Professor Rui Rodrigues and PhD student Pedro Alves Nogueira — from the Faculty of Engineering of the University of Porto — my project aimed to propose and implement a prototype with game mechanics relying on multiple physiological inputs from the player.

Below are listed all the published materials regarding my work on biofeedback. These include:

  • A demonstration video used in a submission to the Student Game Design Competition in the CHI PLAY 2014 conference.
  • My Master's Thesis full text with a detailed description of the implemented game mechanics, and an empirical player study with 32 players who tested the prototype.

[1] Gonçalo Amaral da Silva, Pedro Alves Nogueira, and Rui Rodrigues. 2014. “Generic Shooter 3000”: A Realistic First Person Shooter Powered By Biofeedback. In Proceedings of the first ACM SGCHI annual symposium on Computer-human interaction in play (CHI PLAY '14). ACM, New York, NY, USA, 371-374.

DOI — 10.1145/2658537.2662995

PDF — Download

[2] Gonçalo Amaral da Silva, Pedro Alves Nogueira and Rui Rodrigues. Multimodal vs. Unimodal Biofeedback in Videogames: An Empirical Player Study using a First-Person Shooter. In 2014 9th Iberian Conference on Information Systems and Technologies (CISTI). 2014. pp. 12-20.

DOI — 10.1109/CISTI.2014.6877078

PDF — (to be added)

[3] Gonçalo Filipe Lopes Coelho Amaral da Silva. Multimodal vs. Unimodal Physiological Control in Videogames for Enhanced Realism and Depth. Master's thesis. Faculty of Engineering of the University of Porto. 2012.

URL and PDF —