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Can a videogame be used to learn biofeedback?

Resource type
Thesis type
(Thesis) M.A.
Date created
2008
Authors/Contributors
Author: Du, Xin
Abstract
The study reported here was an investigation on a new research methodology using physiological data to analyze the extent to which biofeedback can be learnt in gaming environment. The work presented herein provides some groundwork toward this end. A major contribution of this thesis concerns applying new methods. Preliminary results reported herein are quite promising, though they cannot be taken to be definitive. Further developments and applications of these methods can lead to more detailed investigations as to whether people can learn biofeedback in gaming environments, along with interdependencies of biofeedback and gaming regarding various aspects of affect, motivation, behaviour and cognition, specially learning anxiety. This study observed and recorded players? experiences using a biofeedback-based video game called “Journey to the Wild Divine”. By investigating educational implications of learning biofeedback through a video gaming environment, this study may lead to some novel and interesting ways to improve teaching and learning.
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Copyright is held by the author.
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The author has not granted permission for the file to be printed nor for the text to be copied and pasted. If you would like a printable copy of this thesis, please contact summit-permissions@sfu.ca.
Scholarly level
Language
English
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etd4164.pdf 45.66 MB

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