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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A BCI-based Assessment of a Player's State of Mind for Game Adaptation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Valeria Carofiglio</string-name>
          <email>valeria.carofiglio@uniba.it</email>
          <email>valeria.carofiglio@uniba.it beradina.decarolis@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesca D'Errico</string-name>
          <email>francesca.derrico@uniroma3.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Berardina De Carolis, Department of Computer Science, University of Bari "Aldo, Moro"</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Philosophy</institution>
          ,
          <addr-line>Communication and Visual, Arts</addr-line>
          ,
          <institution>University of Roma Tre</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Playing videogames is a process driven by both cognitive and emotional factors. Then, developing a mechanism that takes into account players' emotional state for adapting specific game features is a way to increase their engagement and flow during gameplay. In this paper, we present how a passive Brain Computer Interface (BCI) can be used to assess the state of mind of a player that can be used for enhancing his experience through adaptation. In particular, we collected data from EEG signals, in a horror adventure game, to learn a model of flow by monitoring the level of boredom, flow, and stress of the player. To this aim, we set an experiment and collected both subjective data about the perceived emotions and state of flow and data from the BCI that have been used to learn a classifier to recognize and assess the player's affective state. Results are encouraging and the learned model achieves a good accuracy in distinguishing the three player's states.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Human computer
interaction (HCI); HCI design and evaluation methods; User models;
Empirical studies in HCI .</p>
    </sec>
    <sec id="sec-2">
      <title>1 INTRODUCTION</title>
      <p>
        Playing videogames is a process driven by both cognitive
and emotional factors [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The game should keep the player
engaged trying to avoid boredom or a too high level of
anxiety or frustration. For this reason the new generation of
video games tries to assess the user’s state of mind to adapt,
for instance, the dificulty during gameplay [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Emotion-based games are reported to improve a player’s
engagement, immersion, excitement, and challenge by
dynamically adapting specific game features according to the
recognized emotion. At the basis of the adaptation process
there is the recognition of the user’s afective state. This
process is usually based on two main approaches: i) the
analysis of human behavioral signals such as facial expression,
gesture, posture, etc., which has the advantage of being easy
to acquire and based on solid theories and models; ii) the use
of physiological signals (i.e. electroencephalogram (EEG),
galvanic skin response (GSR), respiration (RSP), etc.) that are
continuous and allows to record changes according to the
specific stimulus or situations that people have to face [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        In this paper we focus on the description of a study
aiming at learning a model for classifying the player’s state into
boredom, flow and stress during gameplay from EEG signals
trough a BCI. In a general view, a BCI is a direct
communication pathway between the brain and an external device
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. By means of electroencephalogram, it records human
brain activity, through multiple electrodes that are placed on
the scalp. In particular, passive BCI are a key approach when
dealing with the measurement of emotions. In our study, we
focus on a particular type of videogame, an horror adventure,
in which the player should not be too relaxed and bored, in
this case the level of dificulty should increase, and not too
stressed, in this case the level of dificulty should decrease.
For eficiently recognize and classify the user’s state from
the EEG signals during gameplay we use a commercial BCI,
Emotiv EPOC+, and its proprietary API for detecting
engagement, stress, interest, focus, excitement, relaxation. To this
purpose we performed an experiment to collect data for each
of the emotion state we aim to recognize: boredom, flow and
stress. In particular, 35 players were involved in the
experiment and, in total, we collected 240 recordings of player EEG
signals. These physiological data were interpreted and
annotated by means of psychological measures collected through
https://www.emotiv.com/developer/
a questionnaire to which the players had to answer. Results
showed that emotional states extracted by BCI are mainly
coherent with both self-evaluated measures since they had
the same trend across experimental conditions. In this sense,
from results emerged how the more engaging experimental
conditions (respectively flow and stress) increased the level
of engagement of the participants when it is compared with
the ’boredom’ one. Nevertheless being an horror videogame
from our results emerged also how higher levels of detected
engagement can represent also a first signal of cognitive
mastery lost, mainly in women. The collected dataset has,
then, been used to learn a model of the player in terms of the
above mentioned emotional states. The model’s accuracy is
78% on average on the three classes.
      </p>
      <p>In our future work we plan to perform more experiments
in order to gather more data and measure the efect of the
game adaptation to the learned model.
2</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        The recognition of the player afective state is usually based
on modalities such as video analysis [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] and physiological
measures[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Physiological measures such as Electroencephalogram
(EEG) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], blood pressure, heart rate, or galvanic skin
response have been used widely to measure and monitoring
changes in players’ mental state [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] especially in terms of
engagement and quality of the experience [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Examples of
the use of physiological information, during the video games
fruition, to recognize emotions are [
        <xref ref-type="bibr" rid="ref12 ref2 ref20 ref21">2, 12, 20, 21</xref>
        ]. Granato
et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] propose the use of combination of signals coming
from diferent sensors to assess the player’s emotional state
in terms of valence and arousal dimensions. Also Tognetti
et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] propose the use of a combination of
physiological signals to recognize a user’s enjoyment in a car racing
game. The recognition of the player’s afective states and
the consequent adaptation of a survival horror games
using the analysis of the brainwave and heart rate signals has
been investigated by Vachiratamporn et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. In particular
they investigated on the transition from a pre-fear afect to
a post-fear one. Also Chanel et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], proposed a system
where, to keep players engaged in the game, they modulate
the dificulty of a game according to felt emotions .
      </p>
      <p>
        As far as building model of the player’s emotions there
are basically two approaches: i) model-based, in which the
model of emotion is usually built on a theoretical framework
that refers emotion theories , in which signals are mapped
directly to specific emotional states. The second approach
is model-free (bottom-up), in which the construction of the
model comes from the mapping (model) between (player)
input and an emotional state representation. In this case,
player data and annotated afective states are collected and
used to learn the model ([
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] among others).
      </p>
      <p>
        Models used to enhance the gameplay experience are
often related to the notion of flow [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. According to the Flow
scholars it is a state of elevated concentration, interest, and
enjoyment that can be predicted by how much a task is
challenging and also under users’ sense of control and
selfeficacy. Flow is described as a mental state in which a person
is neither anxious nor bored, being in the flow state during
game engages the player and keep him in the game [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Flow
is related to a persons skill level and the game challenge level.
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] use a model based on the theory of flow to evaluate a
players experience during gameplay.
      </p>
      <p>
        In our approach we use physiological data coming from the
proessing of EEG signals. These are automatically recognized
by the BCI and used to monitor the mental state of the player
and adapt the gameplay accordingly. For more extensive BCI
game reviews, refer to [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>THE GAME</title>
      <p>The game is a first-person horror adventure very similar to
the Slender: The Eight Pages . At the beginning of the game,
the player watches at an introduction telling the story of
Jack, a very arrogant businessman that cares only for money
and power, who, after a fight with his wife, has a violent
car-accident (Figure 1a). After recovering from the shock,
Jack exits the car and a supernatural voice whispers to him:
"You will find yourself in this deserted, lifeless city. Your goal
will be to find the seven pages that will rebuild your life. But
watch out for the pitfalls that hide in the fog, those are the
ghosts of your past." Then, the game begins.</p>
      <p>The game set is partially urban and partially constituted by
a park (Figure 1b). The player’s objective is to collect all seven
pages located in various areas of the game set (Figure 1c)
while avoiding the ghosts of the past (Figure 1d), the Non
Playing Characters (NPCs). Each page shows a memory of
past life and the pain caused to the family. As the player
collects pages, the fog in the game set grows thicker, and
ghosts appear closer to the player.</p>
      <p>A further characterizing game mechanic is given by the
mental health of the protagonist, a "resource" represented
by a bar that will decrease after significant events such as
the encountering of the NPC or the simple passing of time
. Collecting pages, however, will make possible to restore
a small amount of health, delaying the defeat. Sounds are
essential to create a suggestive atmosphere of suspense, they
are also used as feedback in correspondence with particular
actions, to signal the presence of a page in the surroundings
or the approaching of the NPC.</p>
      <p>We reproduced a similar game since the final goal of the project is to test
afective-based adaptation of the game dificulty and, then, there was the
need to modify the game dynamics at runtime
The player can move freely in the game set by opening
new game areas by collecting the pages and, during the
adventure, will be hunted by three NPCs. These will try in
every way to prevent the player from collecting the pages.
As the latter are collected the range of hunting of the entities
will increase and there will be a greater number of antagonist
appearances. When these entities appear the mental health
of the protagonist will gradually decrease. When the player
is reached by the NPC he should move away (running) from
the enemy to prevent the falling of mental health to
critical levels. There is also a grace period in the beginning of
the game, during which the NPC remains inactive until the
player collects the first page. However, the dificulty level
increases the longer one goes without collecting any pages.
A game over occurs when either the player has taken too
long to find a page, the player stares at or comes in contact
with the hostile entity for too long.
4</p>
    </sec>
    <sec id="sec-5">
      <title>THE EXPERIMENT</title>
    </sec>
    <sec id="sec-6">
      <title>The Approach</title>
      <p>
        The aim of this study is to assess a player’s state of mind
from EEG signals for developing the a model of flow in
survival horror games. We collected two diferent kinds of data.
Data regarding the understanding of game mechanics, the
engagement level, balance between challenge and abilities
and intrinsic pleasure and so on that are derived from the
questionnaire answers. Data coming from the Emotiv BCI in
terms of afective performance metrics. With the prospect
of merging BCI and afective research on the gaming field,
we collected a dataset of EEG signals under three diferent
gameplay conditions: an inherently boring gameplay, an
in-flow gameplay and a stressful gameplay.Since Fisher [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
defines the boredom like an unpleasant afective state with
lack of concentration and dificulty during the execution of
a task, and Csikszentmihalyi [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] furthermore denotes it like
a state in which player’s skills are greater than required, the
boredom game level must be characterized by linearity and
repetitiveness with poor challenge, and weak visual assets.
      </p>
      <p>Considering the previously described game, we developed
its Boredom Level version, in which the challenge level is
low so as to induce in the player a state of boredom. The
fog, the scaring sounds and the NPCs have been eliminated.
The only possible interaction with the game consists in
collecting pages. Moreover, the life does not decrease. Then,
each player has the possibility to complete the game. In the
In-flow Level of the game, the challenge is balanced to the
player abilities; it corresponds to the game as described in
Section 3. Then, in the Stress Level the challenge is higher
than average players abilities, thus inducing them in a state
of stress and frustration. The fog density has been increased
and the pages are more dificult to be found. Environment
sounds are higher while feedback sounds are lower. The
NPCs are five instead of three, and the player life decreases
quickly so as to induce more anxiety. Running has been
deactivated, so that the player should feel frustrated by the
impossibility to escape from NPCs encountering. This level
is almost impossible to complete the first time.</p>
      <p>A formative test has been performed in order to assess
the appropriateness of the preliminary design of the three
levels. Six users, 3 female and 3 males, aged between 21 and
35 y.o., all of them experienced players, participated in the
test. Semi-structured interviews and explicit questions about
the felt emotion helped us in identifying salient features. The
three levels resulted appropriately designed to achieved the
above mentioned objectives.</p>
    </sec>
    <sec id="sec-7">
      <title>The Experimental Setup</title>
      <p>Technologies. In this study we used the Emotiv EPOC+
headset, a wireless neuro-signal acquisition device with 14 wet
sensors (+2 reference), capable of detecting brainwaves at
128Hz sequential sampling rate. Emotiv provides a set of API
that can be used to recognize diferent emotional metrics:
• Stress (FRU): is a measure of comfort with the
current challenge.
• Engagement (ENG): it measures the level of immersion
in the task and contrasts with boredom.
• Interest (INT): is the degree of attraction or
aversion to the current stimuli or activity and is commonly
referred to as valence.
• Excitement (EXC): is an awareness or feeling of
physiological arousal with a positive value.
• Focus (FOC): is a measure of fixed attention to a
specific task.
• Relaxation (MED): is a measure of an ability to switch
of and recover from intense concentration.</p>
      <p>The Emotiv measurements range from 0 to 1.</p>
      <p>Participants. Data were collected from 35 healthy
participants (23 males and 12 females), aged between 17 and 42
y.o. (mean: 24.28, std.dev: 6.06). All participants had normal
or corrected-to-normal vision and described themselves as
daily videogame players with diferent ability levels. Nobody
had experience with EEG or BCIs. They participated in the
experiment voluntarily.</p>
      <p>Procedure. The experiment held in this study consisted of
single sessions (see Figure 2). Each experimental session was
divided into two phases: a tutorial phase in which the user
has to familiarize with the game purpose and commands and
the game trial. Each subject played with one of the three
game levels described above, without knowing which one.</p>
      <p>
        The experiment held in this study was performed in one
of the research lab of the Computer Science Department of
the University of Bari. To avoid source of distraction, one
user at time experimented the videogame. Before the
experiment, each participant has been asked to sign an informed
consent and, subsequently, to answer a preliminary
questionnaire in order to set an initial profile of the user (pre-test).
The participants were then seated in a comfortable chair in
front of a computer with a Full HD 24 inch screen, a set of
speakers, a mouse and a keyboard. While playing, the lights
were turned to a softer brightness to help the immersion
into the task and reduce glare. Then, the EEG headset was
positioned on the participant’s head. The examiner verified
impedance in connections between each electrode and the
participant’s scalp. Before starting the experiment, we asked
the participant to relax for 10 seconds (baseline). Then they
started to play. Data were recorded between events in the
gameplay: E1) Page gathering, E2) Encountering of the NPC
and E3) Gameover (Death of the player or end of the game).
In total we collected 240 examples in total for the 3 classes.
At the end of the session, participants were asked to answer
to a final questionnaire (post-test) aiming at collecting data
about their experience while playing (see Figure 2)). As far
as emotions are concerned, a SAM [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] was used as to
measure emotional responses in three dimensions (i.e. valence,
arousal and dominance). It was expected that if players
became more stressed while playing, this would result in higher
arousal and lower valence scores, while a low arousal and
valence would denote boredom. The dominance would also
be higher if players had the feeling that they were in control
of the game. Moreover, we asked the user to explicitly state
which was the prevalent felt emotion during the gameplay.
In addition questions aiming at assessing the perceived sense
of flow are included and in particular we asked to express
the perceived relation between the perceived challenge level
and skills. These correlated to other psychological cues
(understanding of game mechanics, engagement level, balance
between challenge and capacity and intrinsic pleasure).
Results. Collected data were analysed and used to learn a
model of the player afective state. First of all considering
answers on self-evaluated emotional state, it is strongly
coherent with the experimental conditions since our
participants felt themselves bored in boredom condition, stressed
in the stress condition and medium level of fear across
conditions with a slightly increasing in flow and stress condition
[F(2,32)= 4,54; p&lt;0.010] (Figure 3a). With respect to
physiological signals a repeated measures ANOVA [F(5,32)= 56,09;
p&lt;0.00] showed that engagement with interest are higher
across conditions, mainly in the stress condition, followed by
the flow one. Also stress is high mainly in the stress
condition, by presenting a stronger diference with flow condition,
suggesting that a good predictor of the flow state is the level
of engagement minus the stress. Lower levels of relax and
excitement were showed across conditions (Figure 3b).
Focusing on the detected engagement, it is significantly higher
in stress and flow condition and [F(2,32)= 4,03; p&lt;0.025]
compared with the boredom condition. Also the interest [F(5,32)=
3,95; p&lt;0.032] followed the same trend with a lower levels
compared with the engagement, showing how these two
states can be related during the game and how interest can
be the first step for the full engagement of the user
(Figure 4a).
      </p>
      <p>
        When we consider the gender diferences we can report
a significant interaction efect between experimental
conditions and the user’s gender [F(2,32)= 3,32; p&lt;0.05] in the sense
that women tend to feeling more engagement in the stress
condition and less in the boredom one compared to men
that basically present a flat engagement across conditions
(Figure 4b. Engagement from BCI*Gender). These
preliminary results can be related to the fact that women paid more
attention to the game condition being, also following recent
studies [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], less used to play with this technological devises
compared to men. Women seem more context sensitive to
the game settings. The level of the engagement is inversely
correlated to cognitive aspects during the game, the higher
engagement the less comprehension of game procedure
(r=.41; p&lt;0.018), the less comprehension of mode to achieving
goals (r=-.30; p&lt;0.05) and the perception of actions’ efects.
(r=-.31; p&lt;0.05). Thus, in this sense higher levels of
engagement can compromise the game understanding. In line with
this results, also the ’dominance’ was significantly correlated
with the Interest (r=.48; p&lt;0.005) and not with the
Engagement (p=n.s), meaning that the higher levels of Engagement
gave to the users a perception of lost mastery’ during the
game. In this case we must consider that the engagement
was measured during an horror game, thus these results in
future studies should be compared with a less arousing game
(Figure 5). To implement a process able to use EEG signals as
implicit feedback concerning the state of flow we used the
data collected during the experiment to learn a classification
model. To this aim we used the WEKA platform. For each
Performance Metrics (PM) the considered features are:average,
std.dev, Pearson correlation coeficient of each PM, minimum
value, maximum value,variance Since we did not used raw
data but values of the performance metrics we applied the
several algorithms and, in particular, Random Forest was the
one having the best accuracy on the dataset. The three classes
of interest were Boredom, Flow and Stress. Results,
calculated using leave-one-out cross-validation, show an average
accuracy on three classes of 0.78. Analyzing the classification
results in more details by looking at the classification results,
we noticed that the majority of instances of the Flow class
were misclassified and confused with stress. This result is
plausible since in a horror game the player should be in a
slightly anxious state.
5
      </p>
    </sec>
    <sec id="sec-8">
      <title>CONCLUSIONS AND FUTURE WORK</title>
      <p>In this paper we presented an experiment aiming at collecting
data from a passive BCI for learning a model of flow in horror
adventure games. To do so we designed and developed three
levels of the game: boredom, in-flow, and stress conditions.
35 players were involved in the experiment and, in total, 240
recordings of player EEG signals were collected. At the end
of the game the players had to answer to a questionnaire for
assessing their perceived emotions, engagement, and how
much they felt that their level of skill was appropriate to
the game challenge. Results showed that emotional states
extracted by BCI are mainly coherent with both self-evaluated
measures since they had the same trend across
experimental conditions. Moreover, they showed that emotional states
extracted by BCI can be considered as good predictors of
this kind of videogames (horror) and in particular the level
of engagement that was mainly coherent with experimental
conditions (boredom, flow and stress). The self-evaluated
measures, both cognitive and emotional, helped us to
understand in a finer-grained way when engagement was close to
a lost of cognitive mastery. This was true mainly for women
that were more afected from stress condition, thus future
studies could use a less arousing game.</p>
      <p>The learned model of flow classifies the three states with
an average accuracy of 78%. These results are obtained on the
dataset, therefore it is necessary to make new experiments in
order to both test the classifier in real-time and collect new
examples. Moreover, we plan to investigate on the eficacy
of recognition of the player’s afective state with computer
vision techniques in the videogames context.</p>
    </sec>
    <sec id="sec-9">
      <title>ACKNOWLEDGMENTS</title>
      <p>Authors thank Fabio Abbattista for providing the game code
and the participants to the study.</p>
    </sec>
  </body>
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