{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,17]],"date-time":"2026-02-17T22:16:56Z","timestamp":1771366616767,"version":"3.50.1"},"reference-count":0,"publisher":"IOS Press","isbn-type":[{"value":"9781643684888","type":"print"},{"value":"9781643684895","type":"electronic"}],"license":[{"start":{"date-parts":[[2024,2,7]],"date-time":"2024-02-07T00:00:00Z","timestamp":1707264000000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2024,2,7]]},"abstract":"<jats:p>From the birth of video games until today, players have interacted with video games via controllers. However, with the maturation of biofeedback technology, players can now obtain brand-new interactive gaming experiences. The commands input to the game are no longer merely from the buttons on the game controller. Biofeedback technology uses sensors to read the physiological signals of the game player, enabling the game to directly perceive the player\u2019s physiological state through data such as heart rate, eye movement, and facial emotions when they are playing the game and match the next step in the game progress. Compared to traditional games, video games based on biofeedback technology provide specific, real-time feedback to individual players, creating an immersive gaming experience through embodied interactions, guiding game designers better. When artificial intelligence technology combines with biofeedback technology, AI will learn and analyze a large amount of user physiological data collected by biofeedback technology, making the interaction between the game and the players more intelligent and personalized.<\/jats:p>","DOI":"10.3233\/faia231504","type":"book-chapter","created":{"date-parts":[[2024,2,9]],"date-time":"2024-02-09T14:30:09Z","timestamp":1707489009000},"source":"Crossref","is-referenced-by-count":2,"title":["Application of Biofeedback Technology in Human-Computer Interaction in Video Games"],"prefix":"10.3233","author":[{"given":"Shenglin","family":"Xu","sequence":"first","affiliation":[{"name":"The School of Animation and Digital Arts, Communication University of China"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Zekun","family":"Qin","sequence":"additional","affiliation":[{"name":"The School of Animation and Digital Arts, Communication University of China"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Xin","family":"Lyu","sequence":"additional","affiliation":[{"name":"The School of Animation and Digital Arts, Communication University of China"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"7437","container-title":["Frontiers in Artificial Intelligence and Applications","Design Studies and Intelligence Engineering"],"original-title":[],"link":[{"URL":"https:\/\/ebooks.iospress.nl\/pdf\/doi\/10.3233\/FAIA231504","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2024,2,9]],"date-time":"2024-02-09T14:30:10Z","timestamp":1707489010000},"score":1,"resource":{"primary":{"URL":"https:\/\/ebooks.iospress.nl\/doi\/10.3233\/FAIA231504"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,2,7]]},"ISBN":["9781643684888","9781643684895"],"references-count":0,"URL":"https:\/\/doi.org\/10.3233\/faia231504","relation":{},"ISSN":["0922-6389","1879-8314"],"issn-type":[{"value":"0922-6389","type":"print"},{"value":"1879-8314","type":"electronic"}],"subject":[],"published":{"date-parts":[[2024,2,7]]}}}