EngageMon: Multi-modal engagement sensing for mobile games

Understanding the engagement levels players have with a game is a useful proxy for evaluating the game design and user experience. This is particularly important for mobile games as an alternative game is always just an easy download away. However, engagement is a subjective concept and usually requ...

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Main Authors: HUYNH, Sinh, KIM, Seungmin, KO, JeongGil, BALAN, Rajesh Krishna, LEE, Youngki
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Language:English
Published: Institutional Knowledge at Singapore Management University 2018
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Online Access:https://ink.library.smu.edu.sg/sis_research/4057
https://ink.library.smu.edu.sg/context/sis_research/article/5060/viewcontent/EngageMon_Multi_modal_2018_afv.pdf
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Institution: Singapore Management University
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spelling sg-smu-ink.sis_research-50602018-12-19T05:18:26Z EngageMon: Multi-modal engagement sensing for mobile games HUYNH, Sinh KIM, Seungmin KO, JeongGil BALAN, Rajesh Krishna LEE, Youngki Understanding the engagement levels players have with a game is a useful proxy for evaluating the game design and user experience. This is particularly important for mobile games as an alternative game is always just an easy download away. However, engagement is a subjective concept and usually requires fine-grained highly disruptive interviews or surveys to determine accurately. In this paper, we present EngageMon, a first-of-its-kind system that uses a combination of sensors from the smartphone (touch events), a wristband (photoplethysmography and electrodermal activity sensor readings), and an external depth camera (skeletal motion information) to accurately determine the engagement level of a mobile game player. Our design was guided by feedback obtained from interviewing 22 mobile game developers, testers, and designers. We evaluated EngageMon using data collected from 64 participants (54 in a lab-setting study and another 10 in a more natural setting study) playing six games from three different categories including endless runner, 3D motorcycle racing, and casual puzzle. Using all three sets of sensors, EngageMon was able to achieve an average accuracy of 85% and 77% under cross-sample and cross-subject evaluations respectively. Overall, EngageMon can accurately determine the engagement level of mobiles users while they are actively playing a game. 2018-03-01T08:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/4057 info:doi/10.1145/3191745 https://ink.library.smu.edu.sg/context/sis_research/article/5060/viewcontent/EngageMon_Multi_modal_2018_afv.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Human-centered computing Ubiquitous and mobile computing systems and tools Applied computing Computer games Software Engineering
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Human-centered computing
Ubiquitous and mobile computing systems and tools
Applied computing
Computer games
Software Engineering
spellingShingle Human-centered computing
Ubiquitous and mobile computing systems and tools
Applied computing
Computer games
Software Engineering
HUYNH, Sinh
KIM, Seungmin
KO, JeongGil
BALAN, Rajesh Krishna
LEE, Youngki
EngageMon: Multi-modal engagement sensing for mobile games
description Understanding the engagement levels players have with a game is a useful proxy for evaluating the game design and user experience. This is particularly important for mobile games as an alternative game is always just an easy download away. However, engagement is a subjective concept and usually requires fine-grained highly disruptive interviews or surveys to determine accurately. In this paper, we present EngageMon, a first-of-its-kind system that uses a combination of sensors from the smartphone (touch events), a wristband (photoplethysmography and electrodermal activity sensor readings), and an external depth camera (skeletal motion information) to accurately determine the engagement level of a mobile game player. Our design was guided by feedback obtained from interviewing 22 mobile game developers, testers, and designers. We evaluated EngageMon using data collected from 64 participants (54 in a lab-setting study and another 10 in a more natural setting study) playing six games from three different categories including endless runner, 3D motorcycle racing, and casual puzzle. Using all three sets of sensors, EngageMon was able to achieve an average accuracy of 85% and 77% under cross-sample and cross-subject evaluations respectively. Overall, EngageMon can accurately determine the engagement level of mobiles users while they are actively playing a game.
format text
author HUYNH, Sinh
KIM, Seungmin
KO, JeongGil
BALAN, Rajesh Krishna
LEE, Youngki
author_facet HUYNH, Sinh
KIM, Seungmin
KO, JeongGil
BALAN, Rajesh Krishna
LEE, Youngki
author_sort HUYNH, Sinh
title EngageMon: Multi-modal engagement sensing for mobile games
title_short EngageMon: Multi-modal engagement sensing for mobile games
title_full EngageMon: Multi-modal engagement sensing for mobile games
title_fullStr EngageMon: Multi-modal engagement sensing for mobile games
title_full_unstemmed EngageMon: Multi-modal engagement sensing for mobile games
title_sort engagemon: multi-modal engagement sensing for mobile games
publisher Institutional Knowledge at Singapore Management University
publishDate 2018
url https://ink.library.smu.edu.sg/sis_research/4057
https://ink.library.smu.edu.sg/context/sis_research/article/5060/viewcontent/EngageMon_Multi_modal_2018_afv.pdf
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