Abstract
Understanding user’s immersion in a game environment is challenging regarding human psychology's complex nature and the game itself. While several approaches have proposed measuring user immersion, a limited study used a quantitative method. Therefore, it is necessary to propose a new quantitative method. This study aims to propose a quantitative method for measuring user’s immersion in an environment of full-body game gesture. This study investigates the potency of electroencephalogram (EEG) and activity-adhered biosensor as an alternative quantitative measurement. The first experiment investigated the participant’s brain activity, and movement activity states on the immersive and the less-immersive game. The second experiment validated the findings of the first experiment by using an interview study. Quantitative results showed that immersion might rely on the “calm” and “neutral” states of brain activity and “focus” of activity states in the immersive game. Qualitative results indicated that game challenge (less thinking process) and complex motion gestures (mimicking real-world gestures) influenced positive immersion in the immersive game. While game challenge (high thinking process) disturbed immersion, simple motion gesture did not significantly influence immersion in less immersive games. Finally, this study concludes that the proposed method is the potential for measuring the user’s immersion.
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Gani, H., Zhipeng, F. (2021). Towards Understanding of User’s Immersion Using Electroencephalogram (EEG) and Activity-Adhered Biosensor in an Environment of Full-Body Game Gesture. In: Ahram, T.Z., Falcão, C.S. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2021. Lecture Notes in Networks and Systems, vol 275. Springer, Cham. https://doi.org/10.1007/978-3-030-80091-8_21
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