Have a break: Raising the self-awareness of gamers about long gaming sessions using an ambient tangible device

Rosanne Bloemraad, Noortje Boekenoogen, Joost Van Den Broek, Maxine Palmen, Günter Wallner, Regina Bernhaupt

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Video games have shown to promote well-being in various ways. However, they may also have negative effects on the psychological and physical well-being of players. In this work, we are concerned with the latter and present a tangible ambient device aimed at creating awareness about long gaming sessions and encouraging players to take breaks based on physiological measurements. We report on the design of the tool and on a preliminary user study conducted with six participants to assess acceptance and usefulness of the tool. Feedback indicates that the tool served as a pleasant, mostly non-distracting, reminder to take breaks. However, more work is needed to better align the breaks with actual gameplay.

Original languageEnglish
Title of host publicationCHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery, Inc
Pages188-192
Number of pages5
ISBN (Electronic)9781450375870
DOIs
Publication statusPublished - 2 Nov 2020
Event7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 - Virtual, Online, Canada
Duration: 2 Nov 20204 Nov 2020

Conference

Conference7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020
CountryCanada
CityVirtual, Online
Period2/11/204/11/20

Keywords

  • Gaming
  • Physiological measurements
  • Self-awareness
  • Tangible data visualization

Fingerprint Dive into the research topics of 'Have a break: Raising the self-awareness of gamers about long gaming sessions using an ambient tangible device'. Together they form a unique fingerprint.

Cite this