DETERMINING THE DEGREE OF PLAYER ENGAGEMENT IN A COMPUTER GAME WITH ELEMENTS OF A SOCIAL CAMPAIGN USING COGNITIVE NEUROSCIENCE TECHNIQUES

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DOI

Konrad BIERCEWICZ

konrad.biercewicz@usz.edu.pl

Mariusz BORAWSKI

mariusz.borawski@usz.edu.pl

Anna BORAWSKA

anna.borawska@usz.edu.pl

Jarosław DUDA

jaroslaw.duda@usz.edu.pl

Abstract

Due to the popularity of video games in various applications, including both commercial and social marketing, there is a need to assess their content in terms of player satisfaction, already at the production stage. For this purpose, the indices used in EEG tests can be used. In this publication, a formula has been created based on the player's commitment to determining which elements in the game should be improved and for which graphic emblems connected with social campaigns were more memorable and whether this was related to commitment. The survey was conducted using a 2D platform game created in Unity based on observations of 28 recipients. To evaluate the elements occurring in the game at which we obtain a higher memory for graphic characters, a corresponding pattern was created based on player involvement. The optimal Index for moving and static objects and the Index for destruction were then selected based on the feedback. Referring to the issue of graphic emblems depicting social campaigns should be placed in a place where other activities such as fighting will not be distracted, everyone will be able to reach the level where the recently placed advertisement is. This study present the developed method to determine the degree of player's engagement in particular elements in the game using the EEG and to explore the relationship between the visibility of social advertising and engagement in a 2D platform game where the player has to collect three keys and defeat the ultimate opponent. 

Keywords:

EEG, Eye Tracker, engagement, IGA, Advergaming

References

Article Details

BIERCEWICZ, K., BORAWSKI, M., BORAWSKA, A., & DUDA, J. (2022). DETERMINING THE DEGREE OF PLAYER ENGAGEMENT IN A COMPUTER GAME WITH ELEMENTS OF A SOCIAL CAMPAIGN USING COGNITIVE NEUROSCIENCE TECHNIQUES. Applied Computer Science, 18(4), 28–52. https://doi.org/10.35784/acs-2022-27