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Correlation between Facial Expressions
and the Game Experience Questionnaire
Chek Tien Tan, Sander Bakkes, and Yusuf Pisan
Games Studio, University of Technology, Sydney and University of Amsterdam,
Intelligent Systems Laboratory Amsterdam, The Netherlands
{ chek,yusuf.pisan } @gamesstudio.org, S.C.J.Bakkes@uva.nl
Abstract. Quantitative methods in the domain of player experience
evaluation provide continuous and real-time analyses of player experi-
ences. However, current quantitative methods are mostly either too con-
fined within in-game statistics, or require non-typical laboratory play
setups to monitor real-life behavior. This paper presents preliminary re-
sults on the feasibility of using facial expressions analysis as a natural
quantitative method for evaluating player experiences. Correlations were
performed between the facial expressions intensities and self-reported
Game Experience Questionnaire (GEQ) dimensions of players in two
video games.
Keywords: Facial expressions, video games, player experience.
1
Introduction
A key aspect in game design is the evaluation of player experiences, as the pri-
mary goal of most digital games is to provide players with appropriate and often
positive overall experiences that are linked to concepts like flow and immersion
[1]. Within a game, different instances of gameplay also aim to provide short-
term experiences like fear, anger and surprise. It is therefore essential in game
design to be able to measure whether (and to which extent) these experiences
are achieved. Research into methods to enable ecient and effective player ex-
perience analysis is hence a key area in the digital games domain.
This paper contributes to the understanding of using facial expressions analy-
sis for evaluating player experiences by investigating correlations between classi-
fications of facial expressions and self-reported Game Experience Questionnaire
(GEQ) dimensions [2].
2 Correlation Study
A repeated-measures design was used to collect the data. Participants had their
in-game actions and facial video captured whilst playing two games: (1) Portal
2 1 , and (2) Draw My Thing by OMGPOP 2 .
1 http://www.thinkwithportals.com/
2 http://www.omgpop.com/games/drawmything
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