Intelligent Technologies for Interactive Entertainment. 10th EAI International Conference, INTETAIN 2018, Guimarães, Portugal, November 21-23, 2018, Proceedings

Research Article

Microbial Integration on Player Experience of Hybrid Bio-digital Games

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  • @INPROCEEDINGS{10.1007/978-3-030-16447-8_15,
        author={Raphael Kim and Siobhan Thomas and Roland Dierendonck and Antonios Kaniadakis and Stefan Poslad},
        title={Microbial Integration on Player Experience of Hybrid Bio-digital Games},
        proceedings={Intelligent Technologies for Interactive Entertainment. 10th EAI International Conference, INTETAIN 2018, Guimar\"{a}es, Portugal,  November 21-23, 2018, Proceedings},
        proceedings_a={INTETAIN},
        year={2019},
        month={4},
        keywords={Hybrid gaming Microbial integration Bio-digital interaction},
        doi={10.1007/978-3-030-16447-8_15}
    }
    
  • Raphael Kim
    Siobhan Thomas
    Roland Dierendonck
    Antonios Kaniadakis
    Stefan Poslad
    Year: 2019
    Microbial Integration on Player Experience of Hybrid Bio-digital Games
    INTETAIN
    Springer
    DOI: 10.1007/978-3-030-16447-8_15
Raphael Kim1,*, Siobhan Thomas2, Roland Dierendonck3, Antonios Kaniadakis1, Stefan Poslad1
  • 1: Queen Mary University
  • 2: London South Bank University
  • 3: Studio Roland van Dierendonck
*Contact email: r.s.kim@qmul.ac.uk

Abstract

Hybrid bio-digital games physically integrate non-human, living organisms into computer gaming hardware and software. Whilst such type of game can add novelty value, the positive impact of the added biological element on player experience has not yet been verified quantitatively. We conducted a study involving two groups of 20 participants, to compare player experiences of two versions of a video game called , which relies on the growth patterns of micro-organisms commonly known as ‘mould’. Results from self-reporting Game Experience Questionnaire (GEQ) showed that the group who played the version of that integrated real mould, had produced significantly higher mean GEQ scores ( < .001) on the following dimensions: and Furthermore, results from participant interviews indicated that the slowness of mould growth was enjoyed by those who played real-mould-integrated version of . Contrastingly, the slowness was perceived as a negative feature for those who played the game without integrated mould. We discuss the implications and limitations of all of our findings.