Investigation on Player and Virtual Environment Interaction

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8853)


The paper introduces an investigation on player and virtual environment interaction. A computer game (spaceship navigation through randomly flying asteroids) with different levels of difficulty was created in order to elicit and test human emotions when playing. Emotional responses (excitement, frustration, and engagement/boredom) to the computer game were recorded using Emotiv Epoc device. Spaceship manoeuvring speed and acceleration were included in the investigation as well. Significant relationships between some of the personality traits, emotional reactions and manoeuvring characteristics were found. Emotional responses were significantly increasing when the density of asteroids was increasing. Excitement and frustration signals showed correlations when gaming. Significant increase in manoeuvring speed and acceleration were observed after spaceship and asteroid collision. Positive correlations were found between extraversion and excitement during experiment. The gaming experience and manoeuvring acceleration was strongly negatively related when the difficulty of the game was lower and strongly positively related when it was higher.


Virtual environment Computer game Emotions Personality Player’s affective state 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Wohn, D.Y., Wash, R.: A virtual Room with a cue: Detecting personality through spatial customization in a city simulation game. Computers in Human Behavior 29, 155–159 (2013)CrossRefGoogle Scholar
  2. 2.
    Ventura, M., Shute, V.: The validity of a game-based assessment of persistence. Computers in Human Behavior 29, 2568–2572 (2013)CrossRefGoogle Scholar
  3. 3.
    Homer, B.D., Hayward, E.O., Frye, J., Plass, J.L.: Gender and player characteristics in video game play of preadolescents. Computers in Human Behavior 28, 1782–1789 (2012)CrossRefGoogle Scholar
  4. 4.
    Tone, H.-J., Zhao, H.-R., Yan, W.-S.: The attraction of online games: An important factor for Internet Addiction. Computers in Human Behavior 30, 321–327 (2014)CrossRefGoogle Scholar
  5. 5.
    Khong, C.W., Ng, Y.Y., Thwaites, H.: A Review of Affective Design towards Video Games. Procedia – Social and Behavioral Sciences 51, 687–691 (2012)CrossRefGoogle Scholar
  6. 6.
    Fang, X., Zhao, F.: Personality and enjoyment of computer game play. Computers in Industry 61, 342–349 (2010)CrossRefGoogle Scholar
  7. 7.
    Shaker, N., Asteriadis, S., Yannakakis, G.N., Karpouzis, K.: A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience. In: D’Mello, S., Graesser, A., Schuller, B., Martin, J.-C. (eds.) ACII 2011, Part II. LNCS, vol. 6975, pp. 547–556. Springer, Heidelberg (2011)CrossRefGoogle Scholar
  8. 8.
    Holmgard, C., Yannakakis, G.N., Karstoft, K.-I., Andersen , H.S.: Stress Detection for PTSD via the StartleMart Game. In: Proc. of the 5th Bianual Humaine Association Conference on Affective Computing and Intelligent Interaction, pp. 523–528 (2013)Google Scholar
  9. 9.
    Gutica, M., Conati, C.: Student Emotions with an Edu-Game: A Detailed Analysis. In: Proc. of the 5th bianual Humaine Association Conference on Affective Computing and Intelligent Interaction, pp. 534–539 (2013)Google Scholar
  10. 10.
    Chanel, G., Kalogianni, K., Pun, T.: GamEMO: How Physiological Signals Show your Emotions and Enhance your Game Experience. In: Proc. of the 14th ACM international conference on Multimodal interaction, pp. 297–298 (2012)Google Scholar
  11. 11.
    Manninen, T.: Rich interaction model for game and virtual environment design, academic dissertation (2004)Google Scholar
  12. 12.
    Popescu, A., Broekens, J., van Someren, M.: GAMYGDALA: an Emotion Engine for Games. IEEE Transactions on Affective Computing 5(1), 32–44Google Scholar
  13. 13.
    Pröll, M.: Using a low-cost gyro and eeg-based input device in interactive game design, Master’s Thesis, Graz University of Technology (2012)Google Scholar
  14. 14.
    Zuckerman, M.: Sensation Seeking: Beyond the Optimal Level of Arousal. Lawrence Erlbaum Associates, Hillsdale, N.J. (1979)Google Scholar
  15. 15.
    Barrault, S., Varescon, I.: Impulsive sensation seeking and gambling practice among a sample of online poker players: Comparison between non pathological, problem and pathological gamblers. Personality and Individual Differences 55, 502–507 (2013)CrossRefGoogle Scholar
  16. 16.
    John, O.P., Naumann, L.P., Soto, C.J.: Paradigm Shift to the Integrative Big-Five Trait Taxonomy: History, Measurement, and Conceptual Issues. In: John, O.P., Robins, R.W., Pervin, L.A. (eds.) Handbook of personality: Theory and research, pp. 114–158. Guilford Press, New York (2008)Google Scholar
  17. 17.
    John, O.P., Donahue, E.M., Kentle, R.L.: The Big Five Inventory-Versions 4a and 54. University of California, Berkeley, Institute of Personality and Social Research, Berkeley (1991)Google Scholar
  18. 18.
    Benet-Martinez, V., John, O.P.: Los Cinco Grandes across cultures and ethnic groups: Multitrait multimethod analyses of the Big Five in Spanish and English. Journal of Personality and Social Psychology 75, 729–750 (1998)CrossRefGoogle Scholar
  19. 19.
    Collins, E., Freeman, J., Chamarro-Premuzic, T.: Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences 52, 133–138 (2012)CrossRefGoogle Scholar
  20. 20.
    Witt, E.A., Massman, A.J., Jackson, L.A.: Trends in youth’s videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the Big Five personality factors. Computers in Human Behavior 27, 763–769 (2011)CrossRefGoogle Scholar
  21. 21.
    Emotiv Epoc specifications. Brain-computer interface technology.
  22. 22.
    Yerkes, R.M., Dodson, J.D.: The relation of strength of stimulus to rapidity of habit-formation. Journal of Comparative Neurology and Psychology 18, 459–482 (1908). doi: 10.1002/cne.920180503 CrossRefGoogle Scholar
  23. 23.
    Collins, E., Freeman, J.: Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies? Computers in Human Behavior 29, 1933–1940 (2013)CrossRefGoogle Scholar
  24. 24.
    Huh, S., Bowman, N.D.: Perception of and addiction to online games as a function of personality traits. Journal of Media Psychology 13, 1–31 (2008)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  1. 1.Faculty of InformaticsVytautas Magnus UniversityKaunasLithuania
  2. 2.Faculty of Social SciencesVytautas Magnus UniversityKaunasLithuania

Personalised recommendations