Evaluating Valorant Player Experience through Psychophysiological Data Harvesting

dc.contributor.authorErdem, Neslihan
dc.contributor.authorDemirel, Yaren
dc.contributor.authorYıldırım, Sumru
dc.contributor.authorAytekin, Behiç Alp
dc.date.accessioned2026-11-12T06:21:50Z
dc.date.issued2026
dc.departmentFSM Vakıf Üniversitesi, Meslek Yüksekokulu, Görsel İletişim Bölümü
dc.description.abstractThis study examines the visual attention distributions and physiological responses of Valorant players across different expertise levels using the Psychophysiological Data Harvesting (PDH) technique within a cross-sectional, quasi-experimental, between- groups laboratory design. Within standardised gameplay scenarios designed through the Wizard of Oz (WoZ) technique, eye-tracking and electrodermal activity (EDA) measurements were collected alongside pre- and post-tests. Participants were classified into three expertise groups (novice, competent, and expert; n = 10 per group) based on Riot Games’ official ranking system and the novice-to-expert model proposed by Dreyfus and Dreyfus (1980). Between-group comparisons were conducted using the Kruskal-Wallis test, with corresponding effect sizes presented alongside descriptive statistics. Descriptive patterns emerged across the eye-tracking and EDA measures: novice players allocated the highest proportion of visual attention to the central game area, whereas expert players showed a descriptively higher proportion of fixations on the map area of interest; competent players exhibited the highest mean skin conductance values, followed by expert and novice players. None of the between- group comparisons of the psychophysiological measures were statistically significant, and the observed effect sizes were small. In line with the study’s aim of demonstrating the systematic application of an integrated psychophysiological data-collection procedure, these descriptive patterns and effect-size estimates are presented as reference values for the sample-size planning of subsequent confirmatory research. The methodological contribution lies in the integrated application of eye-tracking, EDA, WoZ, and pre- and post-test procedures within the PDH framework to jointly interpret quantitative psychophysiological and qualitative data.
dc.identifier.citationERDEM, Neslihan, Yaren DEMİREL, Sumru YILDIRIM & Behiç Alp AYTEKİN. "Evaluating Valorant Player Experience through Psychophysiological Data Harvesting". Romaya Journal: Researches on Multidisciplinary Approaches, 2026.3 (2026): 1-14.
dc.identifier.doihttps://doi.org/10.5281/zenodo.23529323
dc.identifier.endpage14
dc.identifier.issue3
dc.identifier.orcidhttps://orcid.org/0000-0002-2506-3564
dc.identifier.orcidhttps://orcid.org/0000-0002-8813-0226
dc.identifier.orcidhttps://orcid.org/0000-0002-6206-8233
dc.identifier.orcidhttps://orcid.org/0000-0001-9121-6445
dc.identifier.scopus2-s2.0-105054887873
dc.identifier.scopusqualityQ4
dc.identifier.startpage1
dc.identifier.urihttps://hdl.handle.net/11352/6370
dc.identifier.volume2026
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherEbru Bagci
dc.relation.ispartofRomaya Journal: Researches on Multidisciplinary Approaches
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectPlayer Experience
dc.subjectEye-tracking
dc.subjectElectrodermal Activity
dc.subjectPsychophysiological Data Harvesting
dc.subjectWizard of Oz
dc.titleEvaluating Valorant Player Experience through Psychophysiological Data Harvesting
dc.typeArticle

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