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Journal of Computer Networks and Communications
Volume 2011, Article ID 610645, 14 pages
Research Article

Electrodermal Response in Gaming

1Information and Decision Sciences, University of Illinois, Chicago, IL 60607-7124, USA
2School of Economic Information Engineering, Southwestern University of Finance and Economics, Chengdu, Sichuan, China

Received 6 March 2011; Revised 22 June 2011; Accepted 23 June 2011

Academic Editor: Habib Hamam

Copyright © 2011 J. Christopher Westland. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


Steady improvements in technologies that measure human emotional response offer new possibilities for making computer games more immersive. This paper reviews the history of designs a particular branch of affective technologies that acquire electrodermal response readings from human subjects. Electrodermal response meters have gone through continual improvements to better measure these nervous responses, but still fall short of the capabilities of today's technology. Electrodermal response traditionally have been labor intensive. Protocols and transcription of subject responses were recorded on separate documents, forcing constant shifts of attention between scripts, electrodermal measuring devices and of observations and subject responses. These problems can be resolved by collecting more information and integrating it in a computer interface that is, by adding relevant sensors in addition to the basic electrodermal resistance reading to untangle (1) body resistance; (2) skin resistance; (3) grip movements; other (4) factors affecting the neural processing for regulation of the body. A device that solves these problems is presented and discussed. It is argued that the electrodermal response datastreams can be enriched through the use of added sensors and a digital acquisition and processing of information, which should further experimentation and use of the technology.