This paper discusses a design case, which explores the potential of psychophysiological measures as an input technique for social gaming applications intended for children. aMAZEd is an example of a tabletop mixed reality game that supports social interaction between players through and around the game. It is clear that sensing technology used to obtain psychophysiological measures needs to be improved and there is still a range of solutions that need to be explored. However, our experience shows that psychophysiological input appeals to children and can be a fun element of games supporting social interaction among players.
['Abdullah Al Mahmud', 'Omar Mubin', 'Jr Johanna Renny Octavia', 'Cs Suleman Shahid', 'LeeChin Lc Yeo', 'P Panos Markopoulos', 'Jbos Jean-Bernard Martens']
aMAZEd: designing an affective social game for children