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A biometrics study helped researchers figure out when a gamer is close to rage quitting and how to prevent it, according to a study by Arizona State University.
HyperX, the gaming peripherals team at HP, sponsored the study, which aimed at using the biometrics of gaming to find ways to improve gamer wellness and performance.
As a result of the research, the Adidas-ASU Center for Engagement Science Lab figured out when a gamer is reaching a tipping point (known as tilt or rage quitting) and how to help prevent it through wellness and performance improvement, activities and awareness.
The research team and gamers involved in the study gained access to the same gaming equipment used by professional gamers and esports teams. This is the first study of its kind in collaboration with a global gaming company and collegiate scientific studies.
HyperX plans to expand its participation in this space, partnering with some of the world’s most innovative sports science institutions to find ways to identify and address gamers’ physical and psychological pain points.
“Gamer’s wellbeing and performance are important to HyperX and observing stress factors along with other physical and mental states that gamers endure while playing, are key factors to look into for effectively managing those moments of tilt,” said Dustin Illingworth, head of culture marketing at HyperX, in a statement. “The potential improvement in individual wellbeing that can be achieved as a result of the collaboration between ASU and HyperX presents an immense opportunity for the future of gamers and those who spend long periods of time in front of screens
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