Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences

Given the ubiquity of videogame play by children, concerns about the impacts of videogames, and increasing evidence of the benefits associated with digital play, it is important to evaluate the player experience (pX) of children. Moreover, it is essential to include children's voices in research about technologies designed for their use. However, eliciting rich, first-hand data on their experiences and perspectives is challenging because it requires children to articulate opinions in a pre-established context of general positivity towards games, alongside potential social desirability bias. In this paper, we present a methodology which uses children's psychophysiology as a prompt for reflective interviews, with two commercial off-the-shelf computer games (Rocket League and LEGO Builder's Journey). We consider the utility, reproducibility, reliability and validity of the method. In assessing the method, we discuss children's experience of wearing the sensors, the insights generated from the psychophysiological data, and the understanding that emerged when prompting children to reflect and comment on their own psychophysiological data.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677112
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences

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Proceedings of the ACM on Human-Computer Interaction
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article

Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences

Manesha Andradi, Susan Danby, Maryanne Theobald, Madison Klarkowski, Regan L. Mandryk, Daniel Johnson, Simon S. Smith, Lance Barrie, Ella Horton, Lisa K. Kervin, Janelle Mackenzie, Philippa Amery
article en
1 citations

Abstract

Given the ubiquity of videogame play by children, concerns about the impacts of videogames, and increasing evidence of the benefits associated with digital play, it is important to evaluate the player experience (pX) of children. Moreover, it is essential to include children's voices in research about technologies designed for their use. However, eliciting rich, first-hand data on their experiences and perspectives is challenging because it requires children to articulate opinions in a pre-established context of general positivity towards games, alongside potential social desirability bias. In this paper, we present a methodology which uses children's psychophysiology as a prompt for reflective interviews, with two commercial off-the-shelf computer games (Rocket League and LEGO Builder's Journey). We consider the utility, reproducibility, reliability and validity of the method. In assessing the method, we discuss children's experience of wearing the sensors, the insights generated from the psychophysiological data, and the understanding that emerged when prompting children to reflect and comment on their own psychophysiological data.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of Tasmania (AU), Queensland University of Technology (AU), The University of Queensland (AU), University of Wollongong (AU), University of Victoria (CA)
Openalex Percentile: Top 23%
Educational Games and Gamification
0.79
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