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Tabl e 1. Pearson's correlation coe cient between average facial expression intensities
and average scores from each GEQ dimension, for Portal 2 (all p< 0 . 001)
GEQ Dimension
Anger
Joy
Surprise
Competence
0.15
0.41
-0.24
Immersion
0.29
-0.01
-0.07
Flow
-0.22
0.07
0.40
Tension
0.38
0.44
-0.44
Challenge
0.24
0.26
-0.08
Negative affect
0.43
0.13
-0.47
Positive affect
-0.04
0.09
0.16
Participants were recruited via university mailing lists which includes univer-
sity employees, undergraduates and alumni. 12 participants (4 females) took part
in the study aged between 20 and 48 (M = 34, SD = 8). The participants repre-
sented a wide mix of player types. with six participants indicated that they have
played the Portal series and three have played Drawing games by OMGPOP.
After indicating their informed consent in the study and a background ques-
tionnaire, they proceeded to play the two games for 15 minutes each, one after
another in an enclosed room by themselves. The opponent in Draw My Thing
played against the participant from a separate room over the Internet. At the
end of the experiments, the facial videos were then fed through the facial ex-
pression recognizer (developed previously [3,4,5]) and graphs were generated for
each player. In this study, only anger, joy and surprise expressions were used as
they were most reliably detected and are common player responses. These were
then used for the below correlation analysis. After each game, participants also
filled the full Game Experience Questionnaire (GEQ) [2].
3R su s
Pearson's correlation coecients (as both facial expression and GEQ data are
parametric) between each game experience dimension in the GEQ and each
average facial expression intensity were calculated for participants playing Portal
2 and Draw My Thing, as shown in Tables 1 and 2 respectively.
In Portal 2 (Table 1), the facial expressions were significantly correlated to a
majority of GEQ dimensions. Anger and joy had primarily positive correlations
with the GEQ dimensions except for flow, e.g., anger was significantly positively
correlated with moderate to large effect sizes (0
001)
with GEQ dimensions tension and negative affect. The surprise expression had
primarily negative correlations except for flow.
In Draw My Thing (Table 2), results were mostly different from those in Portal
2. Focusing on only the larger effect sizes, only challenge showed consistent
significant correlations in the same directions. Challenge were both positively
correlated with anger and joy, and negatively correlated with surprise. Other
than the challenge dimension, the other correlations for Draw My Thing were
either in the opposite direction or had vastly different effect sizes, when compared
to Portal 2.
.
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