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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The role of game preferences on arousal state when playing first-person shooters</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Suvi K. Holm</string-name>
          <email>suvi.holm@utu.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Johanna K. Kaakinen</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Santtu Forsström</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Veikko Surakka</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Turku</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Several player typologies have emerged as a result of needing to understand the role of personal preferences when selecting and playing games. However, experimental investigations into whether these preferences affect psychophysiological responses when playing have been scarce. In this study, two groups of active gamers (N=24) played and watched a gameplay video of a firstperson shooter game. The two groups consisted of players who either preferred or disliked game dynamics prominent in first-person shooter games, such as killing and shooting. While playing and watching, the participants' electrodermal activity and heart rate were monitored as indexes of autonomic arousal. The results suggest that playing preferences and autonomic arousal are related. Those who preferred the content showed a stable arousal state across time when playing, whereas those who disliked the content showed a rising tendency in autonomic arousal state. The effects were similar when participants were watching a video of gameplay.</p>
      </abstract>
      <kwd-group>
        <kwd>Player Types</kwd>
        <kwd>Preferences</kwd>
        <kwd>Arousal</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Changes in electrodermal activity (EDA) and heart rate (HR) indicate arousal of the
nervous system [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Because EDA and HR are relatively easy to measure while
participants are playing without interrupting them, there is a growing body of research
about electrodermal activity and heart rate during playing [
        <xref ref-type="bibr" rid="ref3 ref4 ref5 ref6">3, 4, 5, 6</xref>
        ]. So far, however,
there are no studies on the differences in EDA and HR activity between player groups
with differing preferences for game dynamics.
      </p>
      <p>
        Players are known to have preferences for game contents: several player
typologies and player trait models that use game dynamics as their components have been
identified [
        <xref ref-type="bibr" rid="ref7 ref8 ref9">7, 8, 9</xref>
        ]. Game dynamics, that is player-game interactions such as dancing,
killing, or taking care of pets, seem to divide people [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ] and may therefore influence
how a game is experienced.
      </p>
      <p>
        Even though player typologies have been formed, there have been hardly any
attempts to experimentally validate any of these player types. Instead, the most ambitious
validation efforts have so far focused on whether there are overlaps between different
player categorizations [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] or whether gaming preferences predict game choice [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Tondello, Mora, and Nacke [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] have also explored whether different player types have
particular preferences for certain gameful design elements. To our knowledge, no
studies have focused on whether player typologies are in line with emotional responses
during actual playing, i.e. whether players react accordingly to their player type when
confronted with game material that is in line or discordant with their preferences. In
other words, it is unclear whether self-reported likes and dislikes for certain game
contents actually make a difference when playing, or whether they are just abstract
selfconceptualizations.
      </p>
      <p>
        In this study, we focus on first-person shooter games. These types of games are
filled with “assault dynamics” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] such as wrecking, crushing, destroying, and blowing
things up; killing and murdering; shooting enemies and avoiding enemy fire; surprising
an opponent or enemy by sneaking, et cetera [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. According to Vahlo et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], assault
dynamics tended to divide participants quite strongly. First-person shooter games
corporate mostly assault dynamics and little else, which makes them a preferable choice
for a game for this purpose compared to other types of games that tend to have a mix
of several types of dynamics. These types of games are also particularly suitable to
study psychophysiological effects because they are likely to be visceral enough to
generate strong emotions [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Arousal related to emotional reactions can be detected with
electrophysiological evaluation methods, such as heart rate and electrodermal activity.
      </p>
      <p>The present aim was to further explore the association between gaming preferences
and physiological arousal in terms of EDA and HR measurements. We formed the
following research questions: RQ1. Does physiological arousal to a violent videogame
and a gameplay video depend on game dynamics preferences? RQ2. Are there
differences between videos and gameplay in how different individuals respond to them?
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <sec id="sec-2-1">
        <title>Participants</title>
        <p>Participants were recruited from an internet survey that focused on their preferred game
dynamics, i.e. player-game interaction modes. The final dataset consisted of 24
participants (20 men, 4 women, Mage = 28.67, SDage = 6.18) who were all active
videogamers.</p>
        <p>
          Participants were invited to the laboratory experiment based on their preference
for violent gaming dynamics. In order to create two matched groups, we created pairs
of players with similar experience of playing but opposite preferences for violent
dynamics: those who particularly preferred them and those who disliked them. For this
division, we used an updated 50-item version of the Gameplay Activity Inventory
(GAIN) [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] scale. More specifically, we used only items pertaining to dynamics
associated with what could be termed as violent. The items included, for example: “Firing
enemies and avoiding enemy fire in a high speed” and “Close-combat by using fighting
techniques and by performing combo attacks”. There were altogether 12 of these items.
Participants were to rate how much their level of satisfaction depended on these game
dynamics either based on their earlier experiences or on their experiences in trying a
new game. Ratings were given on a 5-point Likert scale (1= Very Dissatisfying, 2 =
Dissatisfying, 3 = Neither, 4 = Satisfying, 5 = Very Satisfying).
        </p>
        <p>Based on the responses to the 12 items, the participants were divided into two
groups: those who had a high preference for violent dynamics (n = 12, 3 women, Mage
= 28.58 years, SDage = 9.22 years) and those who had a low preference for violent
dynamics (n = 12, 1 woman, Mage = 28.75 years, SDage = 10.1 years). Those with a
preference for violent dynamics played on average 15.67 hours weekly (SD = 9.2), and
those with a low preference for violent dynamics played an average of 18.75 hours
weekly (SD = 10.1).
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Apparatus</title>
        <p>The PlayStation 3 gaming console (Sony Computer Entertainment) attached to a 24”
and 144 Hz screen (Benq XL2420Z) was used for gaming. The participants sat at a
distance of 90 cm from the screen and the volume was kept on the same comfortable
level for all the participants.</p>
        <p>Biopac® MP150 (Biopac Systems, Inc., Santa Barbara, CA) with added EMG100C,
GSR100C and PPG100C modules were used for data collection. The data was recorded
using AcqKnowledge 4.4.0 software (Biopac Systems, Inc., Santa Barbara, CA).</p>
        <p>Two different sets of electrodes were used for measuring electrodermal activity
(EDA). For the first 14 participants, we used two 8 mm Ag/Ag-Cl electrodes that were
attached to the participants’ right foot’s index and middle toe using wrap-around bands
(Biopac TSD203). For the rest of the participants, recordings were made using two 4
mm electrodes that were attached to the participants’ right foot’s sole using tape. The
electrodes were filled with isotonic gel (Biopac GEL 101). They were attached to the
participants’ feet in order to keep their hands free for using a gaming pad and to
decrease artefacts that might have resulted from pressure to the electrodes if they were
attached to fingers. The EDA signal was relayed to the Biopac GSR100C module. The
raw signal was amplified (gain = 5 μΩ/V) and bandwith filtering was set between 0.5
to 1 Hz.</p>
        <p>For recording heart rate, we used a photoplethysmogram (PPG) transducer
(Biopac TSD200C) that was attached to the earlobe using a clip. The signal from the
transducer was relayed to the PPG100C module and amplified (gain = 100). A bandwith
filter was set between 0.5 and 10 Hz.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Materials</title>
        <p>Call of Duty: Modern Warfare 2 (Activision, 2009) was chosen to represent a violent
dynamics game. As a first person shooter (FPS) game it contains all of the game
dynamics included in the participant selection criteria. Therefore we had reason to assume
that the participants would react differently to the game based on their self-reported
preferences for such game dynamics.
2.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Design</title>
        <p>The experiment followed a 2x2 design, in which there were 2 preference groups and 2
conditions (video watching and playing). The conditions of playing and watching were
chosen because we wanted to make sure that it was the content instead of, for example,
difficulty of the playing that generated the particular responses in the participants.
Furthermore, we wanted to compare the overall effects of playing and video watching.</p>
        <p>We used two different levels for both the video watching and the playing condition.
For the video condition, we recorded two videos from the campaign mode of the game
(levels A and B) of a player playing the same levels with the same frame rates and
volume as in the playing condition. Level A was the mission “Team Player” and Level
B the mission “Wolverines!”. Both videos were 6 minutes long and taken from the
beginning of the mission without the intros. The playing and watching conditions were
counterbalanced so that every other participant played level A and every other played
level B. Likewise, every other participant watched a gameplay video of level A, and
every other watched a video of level B. This was done to ensure that everyone was
exposed to the same levels, either by playing or by watching. Every other player started
by playing the level A and every other started by watching the video of level A. The
same screen was used for both watching and playing conditions.
2.5</p>
      </sec>
      <sec id="sec-2-5">
        <title>Procedure</title>
        <p>Every participant completed a practice level before moving onto playing/watching. The
practice level did not end before it was successfully completed, ensuring that the
participant had enough practice of using the controls. After completing the practice level,
the game automatically set a difficulty level appropriate for the participant. This
difficulty level was used during the playing condition. This was done because half of the
participants did not like assault dynamics and therefore were more likely to be
inexperienced in playing first-person shooter games. We therefore had reason to assume that
these players might get frustrated if the perceived difficulty was too high, and this
frustration might affect the psychophysiological measures instead of the actual content.</p>
        <p>The participants had a chance to play for 15 minutes, or less if they completed the
level before that. However, data was only collected from the first six minutes of the
playing condition, which was in accordance with the length of the video condition.
Data preparation and processing. The recorded data was processed using the
AcqKnowledge 4.4.0 software (Biopac Systems, Inc., Santa Barbara, CA).</p>
        <p>For EDA, we resampled the signal to 62.5 samples per second and then used median
smoothing, with a median of 50 samples per second. A low pass filter of 1 Hz was
utilized.</p>
        <p>For the PPG signal, we removed the comb band stop frequency of 50 Hz and used
the waveforms created by the PPG signal to measure heartbeat. For this, we used the
“find rate” option of the software and inspected the data manually for artefacts. We
then converted the signal to the “beats per minute” form provided by the software.</p>
        <p>After processing the raw data, it was divided into one second epochs, each containing
the mean values for the signals.
3
3.1</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <sec id="sec-3-1">
        <title>Statistical analyses</title>
        <p>
          Analyses were carried out with linear mixed-effects models (LMM) using the lme4
package [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] in the R statistical software (Version 3.3.2; R Core Team, 2016). Time,
condition and preference group were entered as fixed effects. Time was centered, and
condition (video vs. playing) as well as preference (liking or disliking violent
dynamics) were contrast coded. Playing was coded as 1 and video watching as -1. The group
with no preference for violent dynamics was coded as 1 and the violent dynamics
preference group as -1. Participants and random slopes for condition were included in the
models as random effects. Three-way interactions of time, condition and preference
were further examined by computing model estimates at different levels of preference
group.
        </p>
        <p>Measures for both EDA and heart rate (HR) were log-transformed to normalize the
data. The percentage of outliers removed from the data after using a criterion of 2.5 SD
was .95% for EDA and .66% for HR. Descriptive statistics for both measures as a
function of condition (playing vs. video) and preference group (preference for vs. dislike of
violent dynamics) can be found in Table 1. Both models are reported in Tables 2 and 3.
A threshold value of t &gt; 1.96 was used for statistical significance.
For EDA, there was a main effect of time (b = 4.79 × 10-5, 95% CI [3.90 × 10-5, 5.67
× 10-5], t = 10.55), indicating that participants had an overall rising tendency in
electrodermal activity – i.e. as the watching or playing progressed, their electrodermal
activity increased. There was also a main effect of condition (b = 2.42 × 10-2, 95% CI
[6.92 × 10-3, 0.04], t = 2.75), signaling that playing generated higher electrodermal
activity than watching a video.</p>
        <p>As for interaction effects, we found an interaction between time and preference (b =
4.29 × 10-5, 95% CI [3.40 × 10-5, 5.18 × 10-5], t = 9.45), indicating that the player
groups’ EDA state developed differently during the course of the experiment. When
compared to players who liked violent dynamics, players with a dislike had a steeper
increase in electrodermal activity across time, as seen in Fig. 1. There was also an
interaction between time and condition (b = -2.16 × 10-5, 95% CI [-3.05 × 10-5, -1.27 ×
10-5], t = -4.77), showing that there was a steeper increase in EDA in the watching than
the playing condition. However, there was a three-way interaction between time,
preference and condition (b = -8.97 × 10-6, 95% CI [-1.79 × 10-5, -7.80 × 10-8], t = -1.98),
illustrating that EDA effects changed differently in the video and gaming conditions
across time in the two preference groups.</p>
        <p>Fig. 1. Electrodermal activity in playing vs. watching conditions as a function of
time for the two player groups. The shaded areas represent 95 % confidence intervals.</p>
        <p>The three-way interaction was examined by fitting the model at different levels of
preference (see Fig. 1). This revealed that there was a significant interaction between
time and condition for those who disliked violent dynamics (b = -3.06 × 10-5, 95% CI
[-4.32 × 10-5, -1.80 × 10-5], t = -4.77). When looking at Fig. 1, it can be seen that for
this group the rising tendency in EDA activity was greater in the video as opposed to
playing condition. For this group there was also a main effect of time (b = 9.07 × 10-5,
95% CI [7.82 × 10-5, 1.03 × 10-4], t = 14.14) which showed that, overall, there was
change in their EDA activity. Furthermore, the EDA activity for this group was in
general higher in the playing condition as opposed to watching (b = .03, 95% CI [3.17 ×
10-3, .05], t = 2.22).</p>
        <p>For the group preferring violent dynamics, the interaction between time and
condition (playing vs. watching) was smaller but significant (b = -1.27 × 10-5, 95% CI [-2.52
× 10-5, -7.59 × 10-8], t = -1.97). For this group the main effect of time was not
significant which showed that their EDA stayed stable over time (b = 4.981 × 10-6, 95% CI
[-7.59 × 10-6, 1.76 × 10-5], t = .78). For the group that liked violent dynamics, there
was no difference between the overall EDA while watching vs. playing (b = .02, 95%
CI [-3.62 × 10-3, .05], t = 1.67). Therefore even though the interaction between time
and condition was significant for both groups, the main effects of time and condition
did not reach significance for those with a preference for violent dynamics, whereas
they were both significant for the group that disliked such actions.</p>
        <p>Random effects
Participant (Intercept)
Participant (Condition)
Residual
For heart rate, there was a main effect of time (b = 5.67 × 10-5, 95% CI [4.84 × 10-5,
6.50 × 10-5], t = 13.40). This means that participants’ heart rate increased as the game
progressed.</p>
        <p>As for interaction effects, there was an interaction between time and preference (b =
4.74 × 10-5, 95% CI [3.91 × 10-5, 5.57 × 10-5], t = 11.19), indicating that the player
groups’ heart rate changed differently during the course of the experiment. When
compared to players who liked violent dynamics, players with a dislike had a steeper
increase in heart rate across time, as seen in Fig. 2. There was also an interaction between
time and condition (b = -2.34 × 10-5, 95% CI [-3.17 × 10-5, -1.51 × 10-5], t = -5.53),
showing that there was a steeper increase in heart rate in the watching rather than the
playing condition. Most importantly, there was a three-way interaction between time,
preference and condition (b = -2.59 × 10-5, 95% CI [-3.42 × 10-5, -1.76 × 10-5], t =
6.11). This revealed that heart rate changed differently in the video and gaming
conditions across time in both groups.</p>
        <p>The three-way interaction was examined by fitting the model at different levels of
preference (see Fig. 2). This resulted for the finding of a significant interaction between
time and condition for those who disliked violent dynamics (b = -4.93 × 10-5, 95% CI
[-6.10 × 10-5, -3.75 × 10-5], t = -8.22). When looking at Fig. 2, it can be seen that the
SD
.16
.02
.06
t
rising tendency in heart rate was greater in the video than playing condition. Further for
this group there was a main effect of time (b = 1.041 × 10-4, 95% CI [9.24 × 10-5, 1.16
× 10-4], t = 17.37) showing that, overall, their heart rate increased during the course of
the experiment. In general their heart rate was higher in the playing than watching
condition (b = .02, 95% CI [3.81 × 10-3, .03], t = 2.57).</p>
        <p>For those with a preference for violent dynamics, there was no interaction between
time and condition (b = 2.473 × 10-6, 95% CI [-9.25 × 10-6, 1.42 × 10-5], t = 0.41).
Because the effect of time for this group was not significant their heart rate was stable
over time (b = 9.35 × 10-6, 95% CI [-2.37 × 10-6, 2.11 × 10-5], t = 1.56). Interestingly,
as Fig 1 shows the heart rates of this group were practically identical in different
conditions. This was evidenced also by statistics showing no difference in the heart rate (b
= -3.36 × 10-5, 95% CI [-.01, .01], t = -0.01).
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>Players who liked game dynamics prevalent in first-person shooter games showed a
relatively stable arousal state when playing such a game. Instead, those who disliked
the content showed rising arousal. The results thus showed that self-reported likes and
dislikes for game contents have a profound impact on players’ physiological arousal.</p>
      <p>One possibly conflicting factor in our results may have been task difficulty. Namely,
those who dislike and therefore play less first-person shooter games may have been
more aroused because the task of playing was more difficult to them than to active
players of first-person shooters. However, the results were similar when participants
were watching a video of a first-person shooter game: those who liked the content
exhibited a stable arousal state, whereas those who disliked the content again showed
rising arousal. As video watching is not a cognitively demanding task, the results are
more likely to refer to preferences rather than task difficulty.</p>
      <p>In future studies, participant selection should ideally include both more
participants as well as include an equal amount of men and women. Future studies would also
benefit from adding qualitative methods to correlate the quantitative data and gain a
deeper understanding of player preferences. Future ventures might also explore whether
players with preferences in different game genres react differently to FPS.</p>
      <p>
        The results indicate that prior knowledge of players’ preferences are important when
evaluating player experience. Namely, the results indicate that self-reported game
dynamics preferences [
        <xref ref-type="bibr" rid="ref7 ref8 ref9">7, 8, 9</xref>
        ] are not just abstract beliefs – they do have an effect on
physiological responses to game dynamics that are in line or discordant with said
preferences. This should be taken into account when considering target groups in game
design and gamified solutions, as reactions when playing do not seem to be universal.
Designers seeking to personalize games using emotional arousal and valence data, i.e.
tailoring game experiences to individual players in the process of playing based on
physiological responses [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] may also benefit from acknowledging that different player
groups react differently. Of particular interest is the relatively stable arousal state of
those players who self-report liking the content presented.
      </p>
    </sec>
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