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Dive into the research topics where Simo Järvelä is active.

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Featured researches published by Simo Järvelä.


Simulation & Gaming | 2012

Social Interaction in Games: Measuring Physiological Linkage and Social Presence

Inger Ekman; Guillaume Chanel; Simo Järvelä; J. Matias Kivikangas; Mikko Salminen; Niklas Ravaja

Psychophysiological methodology has been successfully applied to investigate media responses, including the experience of playing digital games. The approach has many benefits for a player experience assessment—it can provide detailed, unbiased, and time-accurate data without interrupting the gameplay. However, gaming can be a highly social activity. This article extends the methodological focus from single player to include multiple simultaneous players. A physiological metric for investigating social experience within a shared gaming context is introduced: Physiological linkage is measured by gathering simultaneous psychophysiological measurements from several players. The authors review how physiological linkage may be associated with social presence among participants in various gaming situations or social contexts. These metrics provide such information about the interaction among participants that is not currently available by any other method. The authors discuss various measures used to calculate linkage, the related social processes, and how to use physiological linkage in game experience research.Psychophysiological methodology has been successfully applied to investigate media responses, including the experience of playing digital games. The approach has many benefits for a player experien...


PLOS ONE | 2013

Keep your opponents close: social context affects EEG and fEMG linkage in a turn-based computer game

Michiel M. A. Spapé; J. Matias Kivikangas; Simo Järvelä; Ilkka Kosunen; Giulio Jacucci; Niklas Ravaja

In daily life, we often copy the gestures and expressions of those we communicate with, but recent evidence shows that such mimicry has a physiological counterpart: interaction elicits linkage, which is a concordance between the biological signals of those involved. To find out how the type of social interaction affects linkage, pairs of participants played a turn-based computer game in which the level of competition was systematically varied between cooperation and competition. Linkage in the beta and gamma frequency bands was observed in the EEG, especially when the participants played directly against each other. Emotional expression, measured using facial EMG, reflected this pattern, with the most competitive condition showing enhanced linkage over the facial muscle-regions involved in smiling. These effects were found to be related to self-reported social presence: linkage in positive emotional expression was associated with self-reported shared negative feelings. The observed effects confirmed the hypothesis that the social context affected the degree to which participants had similar reactions to their environment and consequently showed similar patterns of brain activity. We discuss the functional resemblance between linkage, as an indicator of a shared physiology and affect, and the well-known mirror neuron system, and how they relate to social functions like empathy.


Simulation & Gaming | 2014

Physiological Linkage of Dyadic Gaming Experience

Simo Järvelä; J. Matias Kivikangas; Jari Kätsyri; Niklas Ravaja

Dyadic gaming experience was studied in a psychophysiological experiment where conflict structure and the presence of an artificial intelligence (AI) agent in a turn-based game were varied in four different conditions. Electrocardiographic and electrodermal activity signals of 41 same-gender dyads were recorded to study joint changes in their physiological signals. A strong physiological linkage was found within dyads in all conditions, but the linkage scores did not differentiate between conflict modes. The only significant difference in linkage between conditions was an increase when the AI agents were not present. In addition, linkage was associated with different self-report scales assessing social presence. These results suggest that social presence and physiological linkage within dyads are higher when dyads can focus on each others’ actions without distractions.


PLOS ONE | 2014

Gender Differences in Emotional Responses to Cooperative and Competitive Game Play

J. Matias Kivikangas; Jari Kätsyri; Simo Järvelä; Niklas Ravaja

Previous research indicates that males prefer competition over cooperation, and it is sometimes suggested that females show the opposite behavioral preference. In the present article, we investigate the emotions behind the preferences: Do males exhibit more positive emotions during competitive than cooperative activities, and do females show the opposite pattern? We conducted two experiments where we assessed the emotional responses of same-gender dyads (in total 130 participants, 50 female) during intrinsically motivating competitive and cooperative digital game play using facial electromyography (EMG), skin conductance, heart rate measures, and self-reported emotional experiences. We found higher positive emotional responses (as indexed by both physiological measures and self-reports) during competitive than cooperative play for males, but no differences for females. In addition, we found no differences in negative emotions, and heart rate, skin conductance, and self-reports yielded contradictory evidence for arousal. These results support the hypothesis that males not only prefer competitive over cooperative play, but they also exhibit more positive emotional responses during them. In contrast, the results suggest that the emotional experiences of females do not differ between cooperation and competition, which implies that less competitiveness does not mean more cooperativeness. Our results pertain to intrinsically motivated game play, but might be relevant also for other kinds of activities.


Simulation & Gaming | 2014

Experience Assessment and Design in the Analysis of Gameplay

Benjamin Cowley; Ilkka Kosunen; Petri Lankoski; J. Matias Kivikangas; Simo Järvelä; Inger Ekman; Jaakko Kemppainen; Niklas Ravaja

We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures of experience (both subjective and non-subjective). Second, we describe our methodology for using machine learning to categorize game events to reveal corresponding patterns, culminating in an example experiment. We discuss the relation between automatically detected event clusters and game design patterns, and provide indications on how to incorporate personality profiles of players in the analysis. This novel interdisciplinary collaboration combines basic psychophysiology research with game design patterns and machine learning, and generates new knowledge about the interplay between game experience and design.


intelligent user interfaces | 2017

Neuroadaptive Meditation in the Real World

Ilkka Kosunen; Antti Ruonala; Mikko Salminen; Simo Järvelä; Niklas Ravaja; Giulio Jacucci

Meditation and mindfulness techniques are useful for both treatment of various disorders as well as improving the quality of life in general. Meditation offers intriguing possibilities for BCI as it is targeted at able-bodied general population and goes beyond the traditional explicit control BCI paradigm. In previous work, we have shown how neurofeedback can be successfully applied in a laboratory setting to improve the meditation experience. This position paper aims to expand this work in two ways. First, we explore the problems and issues that might arise when moving from the laboratory setting to the normal, everyday world. Second, we will consider the possibilities of extending the neurofeedback with other forms of physiological computing. Our position is that meditation and relaxation applications provide a perfect application area for bringing BCI into the real world.


Frontiers in Psychology | 2016

Intragroup Emotions: Physiological Linkage and Social Presence

Simo Järvelä; Jari Kätsyri; Niklas Ravaja; Guillaume Chanel; Pentti Henttonen

We investigated how technologically mediating two different components of emotion—communicative expression and physiological state—to group members affects physiological linkage and self-reported feelings in a small group during video viewing. In different conditions the availability of second screen text chat (communicative expression) and visualization of group level physiological heart rates and their dyadic linkage (physiology) was varied. Within this four person group two participants formed a physically co-located dyad and the other two were individually situated in two separate rooms. We found that text chat always increased heart rate synchrony but HR visualization only with non-co-located dyads. We also found that physiological linkage was strongly connected to self-reported social presence. The results encourage further exploration of the possibilities of sharing group members physiological components of emotion by technological means to enhance mediated communication and strengthen social presence.


intelligent user interfaces | 2018

Bio-adaptive Social VR to Evoke Affective Interdependence: DYNECOM

Mikko Salminen; Simo Järvelä; Antti Ruonala; Janne Timonen; Kristiina Mannermaa; Niklas Ravaja; Giulio Jacucci

The effects of bio-adaptation-based visual cues in conveying affective information was studied while conducting social meditation in a virtual reality (VR) environment. In a laboratory study, 22 dyads practiced a short duration, modified version of empathy-evoking compassion meditation. The immersive VR provided electroencephalography (EEG) -based real-time visual feedback, as changing color, on the users brain activation; the breathing rate of the users was visualized as a movement cue. In addition, the synchronization of the feedback signals between the users was also visualized. Initial results suggest that the perceived affective interdependence, a component of social presence, was increased when both of the bio-adaptive visual feedbacks were presented to the users, compared to when there was no visual feedback. Also, the EEG-based visual feedback led to higher affective interdependence than the respiration based visual feedback. The findings suggest that affective contagion may occur by mediated adaptive cues that are based on physiological signals.


Journal of Gaming & Virtual Worlds | 2011

Review on psychophysiological methods in game research

Matias Kivikangas; Inger Ekman; Guillaume Chanel; Simo Järvelä; Benjamin Cowley; Mikko Salminen; Pentti Henttonen; Niklas Ravaja


Journal of Gaming & Virtual Worlds | 2011

A review of the use of psychophysiological methods in game research

J. Matias Kivikangas; Guillaume Chanel; Ben Cowley; Inger Ekman; Mikko Salminen; Simo Järvelä; Niklas Ravaja

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