Page 58 - 2024S
P. 58

UEC Int’l Mini-Conference No.52                                                               51









                 Changing Game’s Difficulty Dynamically by Using Galvanic Skin

                                                 Response (GSR)



                                            Wei Lun YAP , Koichi HIROTA
                                                           ∗
                                               Department of Informatics
                                       The University of Electro-Communications
                                                      Tokyo, Japan


             Keywords: Galvanic Skin Response (GSR), Biofeedback, Game Development, Video Games.



                                                        Abstract
                    This research explores the feasibility of utilizing Galvanic Skin Response (GSR) as a biofeedback
                 mechanism to dynamically adjust the difficulty level of video games in real-time. Unlike traditional
                 biofeedback devices such as heart rate monitors or respiration sensors, GSR directly influences gameplay
                 difficulty based on the player’s physiological arousal level. Initial experiments investigate how GSR
                 values vary among individuals based on finger size and natural sweating tendencies, with plans to
                 extend testing to wrist-based measurements. Subsequently, an aim training first-person shooter (FPS)
                 game was developed to integrate GSR feedback, with two experimental conditions: fixed difficulty and
                 dynamic difficulty based on GSR fluctuations. Preliminary testing with the developed game showed
                 that the impact of GSR on difficulty was not substantial enough to influence performance significantly,
                 likely due to flaws in the game design. The study aims to compare user performance in terms of score
                 within a set time frame under both conditions. Furthermore, the research idea extends to incorporating
                 controller haptics synchronized with the user’s breathing pattern using respiration sensors in future
                 phases. Ultimately, the goal is to create an FPS game that integrates multiple biofeedback devices to
                 enhance gameplay experience and performance.





























               ∗ The author is supported by (AiQuSci) MEXT Scholar-
             ship.
   53   54   55   56   57   58   59   60   61   62   63