Professional Documents
Culture Documents
Je Seok Lee
Ph.D. Thesis Defense
Tilt
What is tilt?
Player Experience of Esports
▪ Johnson et al. (2015):
▫ Esports games showed lower scores than action, adventure, or roleplaying
game (RPG) genres in player-needs satisfaction
▫ MOBA genre showed higher levels of frustration and challenge, but lower
immersion than all the other genres
▫ Overall, the play experience of esports includes several types of negative
emotions compared to games of other genres.
Player Experience of Esports
▪ Competition: esports games are designed to be competitive in nature,
which is one factor that engages players by stimulating their desire to win
(Lee & Schoenstedt, 2016)
▪ Overheated competition generates social and emotional challenges
▫ Excessive playtime
▫ Toxicity and violence
Fine line between engagement and addiction
▪ Esports requires certain level of engagement to
accomplish goals
▫ Grinding for a better performance and higher rank
▫ Studying to understand the game mechanics
▫ Group training for team coordination
Stress event
In-game
timeline
�� �� 🙂 Emotion
(Facial expression, ±3 seconds)
❤ Heart rate (HR and HRV)
CapturEsports
Measures and Data Points
Stress events Performance Heart rates Facial expression
Uploads data
Play screen upon participant’s
recording request
Data timeline sync
among participants
In-game
log data
Researcher
CapturEsports database
(on ICS server)
User PC
Measures and Data Points
Stress events Performance Heart rates Facial expression
● Event Log
○ In-game events
(player kills, ability usage)
● Match Summary Log
○ Summative stats from API
● Match Timeline Log
○ API Data Snapshot of each min
● Keystroke Log
CapturEsports
CapturEsports
Measures and Data Points
Stress events Performance Heart rates Facial expression
Context of events
+
Communication Building ● Ally building destroyed
destroyed ● Enemy backdoor
Measures and Data Points
Stress events Performance Heart rates Facial expression
Categorizing stress events - brought from our research group’s past study result (Wu et al., 2021)
Measuring performance
▪ Heart rates as a marker of stress: from public health and psychophysiology literatures
▫ Heart rate (HR) and heart rate variability (HRV) is widely used to measure stress level
in many fields, including clinical situations, and assumes that HRV is a noninvasive and
reliable index of stress (HG Kim et al., 2018)
▫ HRV evaluates the sympathovagal balance—the autonomic state resulting from
sympathetic and parasympathetic influences (Sztajzel, 2004)
▫ Even without active body movement from the user, extrinsic factors adjust HR and
HRV levels at rest and during times of stress (Anderson, 2020)
Measures and Data Points
Stress events Performance Heart rates Facial expression
▪ Heart rates as a marker of stress: from public health and psychophysiology literatures
▪
Pollatos, O., Herbert, B. M., Matthias, E., &
Schandry, R. (2007). Heart rate response after
emotional picture presentation is modulated by
interoceptive awareness. International Journal
of Psychophysiology, 63(1), 117–124.
https://doi.org/10.1016/j.ijpsycho.2006.09.003
Measures and Data Points
Stress events Performance Heart rates Facial expression
-30s +30s
Data analysis
▪ RQ 1 - HR/HRV change caused by stress events Outer period Inner period Outer period
-3 ~ -2 s
HR HRV
N Mean SD N Mean SD
Table 3. Result of one sample t-test between stress event and baseline, and event and in-game average.
HR HRV
t df P-value t df P-value
Event ~ Baseline 387.5 59 <0.001** 27.95 59 <0.001**
Table 4. Result of two-sample t-test of HR and HRV between inner period and outer period
Table 4. Result of two-sample t-test of HR and HRV between inner period and outer period
HR HRV
Group N Mean Min Max SD N Mean Min Max SD
Solo 5152 100.23 99.66 100.86 0.35 5152 18.16 17.49 18.77 0.31
Team 5565 98.01 97.35 98.48 0.34 5565 22.33 21.65 23.20 0.37
Both groups showed the higher stress level during the inner period
=> Stress level peaked during the event
1-1: How Do Changes in Physiological Responses Vary across Different
Levels (Team Cohesion Level and Game Skill Level) of Players?
In the post-event period, Solo’s HRV is lower and Team’s HRV is higher
=> Team players could recover from the stress easily, while Solo
players could not.
1-1: How Do Changes in Physiological Responses Vary across Different
Levels (Team Cohesion Level and Game Skill Level) of Players?
Both groups showed the higher stress level during the inner period
=> Stress level peaked during the event
1-1: How Do Changes in Physiological Responses Vary across Different
Levels (Team Cohesion Level and Game Skill Level) of Players?
ANOVA result shows HR and HRV are different from each other (p<0.05), except the HRV of Enemy
category and Myself Category (p=0.971)
RQ 1-2: How do Changes in Physiological Responses Vary across Different
Types of Stress Events?
T-test shows peak in HR and valley in HRV during the inner period,
except the HRV of Team category
=> Events in Team category did not significantly impact the stress level
RQ 1-2: How do Changes in Physiological Responses Vary across Different
Types of Stress Events?
All variables showed the same direction except the Team HR and Teammate HRV
=> Like the Team HRV did not significantly decrease during the inner period,
Team HR did not increase after the stress events
=> Teammate HRV did not increase after the stress events, which implies that teammates
are the stress factor that players feel hard to recover
=> Or, they did not have a chance to cool down because teammate events are not linked to the player’s death and respawn.
RQ 1-2: How do Changes in Physiological Responses Vary across Different
Types of Stress Events?
▪ Time phase
▫ 1-3-1. By different phases of the game?
▫ 1-3-2. By the number of games played in a series of matches?
▪ Match result
▫ 1-3-3. By the result of the game?
▫ 1-3-4. By the result of the previous game?
▫ 1-3-5. By the closeness of the match result?
=> Addresses if length of playtime and result of the game would impact tilt.
RQ 1-3: How Do Changes in Physiological Responses Vary by the
Context of a Game?
Mean of Mean of
F df P-value Test chosen t df P-value Early Late
Phase Phase
Two sample
HR 0.809 59 0.418 23.78 118.00 <0.001** 99.34 97.68
T-test
Welch
HRV 0.384 59 <0.001 Two-sample -24.06 98.53 <0.001** 19.95 21.70
T-test
HR was higher and HRV was lower during the inner periods.
Players’ stress levels were significantly higher during stress
events compared to the peripheral periods.
RQ 1-3: How Do Changes in Physiological Responses Vary by the
Context of a Game?
▪ Events in the first 10 minutes vs Later period Players remained calm in the
early game phase (higher neutral
Late (Case N=8984)
and lower happiness)
(%) -3~-2s -2~-1s -1~0s 0~1s 1~2s 2~3s
Neutral 79.8 80.1 79.8 78.8 77.8 77.2 In the later phase, players were
Happiness 13.2 13.2 13.5 14.1 15.3 16.4 bolder in expressing their
Surprise 4.6 4.4 4.3 4.6 4.2 3.8 emotions (overall higher level in
Sadness 1.5 1.6 1.7 1.8 2.0 1.9 happiness)
It’s again found that players were not able to recover in the
third match as much as in the other matches.
RQ 1-3: How Do Changes in Physiological Responses Vary by the
Context of a Game?
Mean: Mean:
F df P-value Test chosen t df P-value Won in the Lost in the
last game last game
Two sample
HR 1.388 59 0.21 -48.39 118 <0.001** 95.45 98.85
T-test
Two sample
HRV 1.151 59 0.59 15.27 118 <0.001** 21.84 20.62
T-test
Players could not recover well from the stress event if they lost
in the previous match
RQ 1-3: How Do Changes in Physiological Responses Vary by the
Context of a Game?
▪ Shapiro-Wilk normality test and Q-Q plots to determine the equal variance
▪ All variables did not show equal variances, so used Spearman’s rank correlation
coefficient.
▪ Delta HR and HRV levels: Average in-game HR/HRV - baseline HR/HRV level
RQ 2: What is the pattern between a player’s physiological responses
and gaming performance?
▪ Overall correlation between HR/HRV and Performance
Correlation Method Correlation
P-value
Efficient
HR levels are weakly but negatively correlated with the total amount of damage
RQ 2: What is the pattern between a player’s physiological responses
and gaming performance? Correlation Efficient P-value
▪ 2-1. How do patterns vary across different Expert KDA Delta HR -0.073 0.5
A stronger correlation between total damage and HR is found in the Novice group.
Novice players would affected more by stress in terms of the amount of damage they deal.
RQ 2: What is the pattern between a player’s physiological responses
and gaming performance?
Correlation
▪ 2-1. How do patterns vary across different levels of players - Efficient
P-value