Identifying habitual statistical features of EEG in response to fear-related stimuli in an audio-only computer video game

Tom Garner*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution


A better understanding of observable and quantifiable psychophysiological outputs such as electroencephalography (EEG) during computer video gameplay has significant potential to support the development of an automated, emotionally intelligent system. Integrated into a game engine, such a system could facilitate an effective biofeedback loop, accurately interpreting player emotions and adjusting gameplay parameters to respond to players' emotional states in a way that moves towards exciting ventures in affective interactivity. This paper presents a crucial step to reaching this objective by way of examining the statistical features of EEG that may relate to user experience during audio-centric gameplay. An audioonly test game ensures that game sound is the exclusive stimulus modality with gameplay contextualisation and qualitative data collection enabling the study to focus specifically upon fear. Though requiring of an unambiguous horror-game context, the results documented within this paper identify several statistical features of EEG data that could differentiate fear from calm.

Original languageEnglish
Title of host publicationAM '13 Proceedings of the 8th Audio Mostly Conference
Subtitle of host publicationA Conference on Interaction with Sound
PublisherAssociation for Computing Machinery (ACM)
ISBN (Print)9781450326599
Publication statusPublished - 18 Sept 2013
Event8th Audio Mostly: A Conference on Interaction with Sound - Pitea, Sweden
Duration: 18 Sept 201320 Sept 2013

Publication series

NameACM International Conference Proceeding Series


Conference8th Audio Mostly
Abbreviated titleAM 2013


  • Affect
  • Biometrics
  • Electroencephalography
  • Emotion
  • Fear


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