[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-201816-105":59,"doc-detail-201816-en":131},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":124,"head_meta":126,"extra_data":128,"updated_unix":130},105,"en","exploring-the-cause-of-game-derived-arousal-what-biometric-accounts-of-player-experience-revealed","Exploring the Cause of Game - Derived Arousal: What Biometric Accounts of Player Experience Revealed","","Research into game violence uses a three-year mixed-methods design to study how players experience “violent” game texts and how perceived causal links between gameplay and social harms may be moderated or undermined by players’ real navigation and response to media. The paper reports the use of biometric measures, specifically GSR, to guide which aspects of Battlefield 3 should be examined, explains the method and findings on arousal occurrence and causes, and reflects on what this textually neutral access reveals.",{"@graph":69,"@context":123},[70,84,106],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/exploring-the-cause-of-game-derived-arousal-what-biometric-accounts-of-player-experience-revealed/201816/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/exploring-the-cause-of-game-derived-arousal-what-biometric-accounts-of-player-experience-revealed/201816.png","ImageObject",300,407,{"name":92,"@type":93},"Riley West","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-26","2026-09-04",true,{"@type":102,"interactionType":103,"userInteractionCount":105},"InteractionCounter",{"@type":104},"ViewAction",11,{"@type":107,"mainEntity":108},"FAQPage",[109,115,119],{"name":110,"@type":111,"acceptedAnswer":112},"What research question does the paper address about game violence?","Question",{"text":113,"@type":114},"It investigates how players experience “violent” game texts and what biometric evidence can reveal about the occurrence and causes of arousal during gameplay.","Answer",{"name":116,"@type":111,"acceptedAnswer":117},"Which biometric measure is used to guide the study?",{"text":118,"@type":114},"The study uses GSR (electrodermal activity) as a measure to determine which aspects of Battlefield 3 should be examined in accounts of player experiences.",{"name":120,"@type":111,"acceptedAnswer":121},"How does the paper explain what GSR reveals about arousal?",{"text":122,"@type":114},"It outlines how biometric data were applied and discusses what the measure was able to reveal regarding when arousal occurs and what may be responsible for it in players’ experiences.","https://schema.org",{"og:url":83,"og:type":125,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":127,"canonical":83},"index,follow",{"doc_id":129,"site_id":62},201816,1788539017,{"code":4,"msg":5,"data":132},{"doc_id":129,"user_id":133,"nickname":92,"user_avatar":134,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":135,"file_id":136,"file_url":137,"file_type":138,"file_size":139,"view_count":105,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":140,"language":141,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":142,"faqs":143,"seo_title":144,"seo_description":67,"update_tm":130,"read_time":145,"preview_page_count":4},1099523885074,"https://ap-avatar.wpscdn.com/davatar_9964176cb1d06d4a9deccf72a44ae3dc","Exploring the Cause of Game (Derived) Arousal: What biometric accounts of player experience revealed  \nGareth Schott  \nSchool of Arts  \nUniversity of Waikato  \nNew Zealand  \n0064-7-838-4543  \n[g.schott@waikato.ac.nz](g.schott@waikato.ac.nz)  \nRaphaël Marczak, Leanne Neshausen  \nSchool of Arts  \nUniversity of Waikato  \nNew Zealand  \n0064-7-838-4543  \n[raphaelm@waikato.ac.nz](raphaelm@waikato.ac.nz), [lmn4@waikato.ac.nz](lmn4@waikato.ac.nz)  \nABSTRACT  \nIn the context of a three-year research study into game violence, designed to query the strong association between policy-oriented effects research and responsive regulation measures, a mixed methodology was employed to examine player experience with‘violent’ texts (as introduced in Schott et al., 2013a) . Guided by the supposition that‘explor[ing] the extent to which the public ’s perception of causal links between game playing and various social ills’might be ‘moderated or even undermined by [knowledge of] how players actually respond to and negotiate their way through the content and characteristics of the medium’ (OFLC, 2009, p. 24), our study contains a number of data or ‘entry’ points. The aim is to characterize the multi-dimensional nature of players’experiences. This paper addresses the outcome of utilizing one measure in particular, biometric measures (GSR), as a guide for determining what aspects of Battlefield 3 (Electronic Arts) should be examined in accounts of player experiences. Our method of applying biometric data is outlined and what it was able to reveal in terms of the occurrence and cause of arousal for players is discussed. The paper reflects on what abroader and textually neutral method of accessing game-play experiences in the context of a ‘violent’ game reveals about play. A key outcome of taking this approach to detecting what aspects of a game had the most impact on players, is how GSR led us away from content that is more commonly highlighted and prioritized in the classification of games like Battlefield 3-as an engagement with ‘violence’.  \nKeywords  \nviolence, GSR, feedback-based game metrics, gameplay performance segmentation  \nProceedings of DiGRA 2014.  \n© 2014 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.  \nINTRODUCTION  \nThe research outlined in this paper addresses what Moscovici (1998) might class as an instance of ‘the scandal of social thought ’ - a phrase he uses to describe humans persistent tendency for accepting non-logical and non-rational thinking. This, he argues, has had the effect of producing influential yet “illusionary correlations which [even] objective facts are incapable of correcting”(p. 210) . The particular enduring and habitual belief being evoked here is, of course, the popular notion that digital games constitute injurious and harmful content involving players in actions that lead to a transmutation from games to the real world. This proposal or belief has given ‘effects research’ purpose, stimulated public concerns and has triggered the intervention of regulation (in some parts of the globe) . The treatment of games as violence is a position that game studies has intentionally and for good reasons (see Schott et al., 2013b) avoided since its inception. Yet, the implications of our disciplines’ seeming disinterest in this debate is the way it leaves classification systems in a position where they are still required to protect against the possibility of the putative effects of games. This, in turn, reinforces the beliefs that first necessitated caution. Thus, whilst it represents an academically ‘well-worn’ debate, and while the notion of games as violent media no longer troubles the creators and players of our objects of our study with the same vigor that it did over a decade ago, it does nevertheless remain an area of debate that our discipline has still much to offer. We therefore propose","cbCaibOVZMjZwf9d","https://ap.wps.com/l/cbCaibOVZMjZwf9d","pdf",713164,15,"English","# Abstract\n## Introduction\n## Method and Biometric Measures\n## Findings: Arousal and Its Causes\n## Discussion and Implications","[{\"question\":\"What research question does the paper address about game violence?\",\"answer\":\"It investigates how players experience “violent” game texts and what biometric evidence can reveal about the occurrence and causes of arousal during gameplay.\"},{\"question\":\"Which biometric measure is used to guide the study?\",\"answer\":\"The study uses GSR (electrodermal activity) as a measure to determine which aspects of Battlefield 3 should be examined in accounts of player experiences.\"},{\"question\":\"How does the paper explain what GSR reveals about arousal?\",\"answer\":\"It outlines how biometric data were applied and discusses what the measure was able to reveal regarding when arousal occurs and what may be responsible for it in players’ experiences.\"}]","Exploring the Cause of Game - Derived Arousal: What Biometric Accounts of Player Experience Revealed | PDF",38]