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3.3 Stages of the Experiment

At first the whole procedure of the experiment was explained in details to the volunteer and if he or she did not want to participate in the experiment, it was possible not to take part in it. Before the beginning of the experiment, a volunteer signed an agreement to participate in the experiment and to let using his or her data in the study. The experiment started with psychological tests that were described in 3.2. A volunteer was given as much time as he or she needed to fill the tests. He or she was also asked to choose a nickname and to use it in the tests instead of his or her real name to assure confidentiality of the data. The same nicknames were used later during a game

play to strengthen the impression of a usual computer game.

After the tests were completed the Emotiv Epoc device that records EEG inputs from 14 channels (according to international 10-20 locations: AF3, F7, F3, FC5, T7, P7, O1, O2, P8, T8, FC6, F4, F8, AF4) [21] was put on the head of the volunteer, making sure that all the contacts are in the right places and properly attached to the skin. The computer game was started when the bio-signals were steady.

The environment of the experiment aimed to create a cosy home type atmosphere. A volunteer was sitting on a sofa-bed and the play was performed on a large screen monitor in the special laboratory for virtual reality experiments. The game was controlled by a wireless keyboard. At the same time only a volunteer and a person responsible for the experiment was in the room. The lights were off to minimise any possible visual distraction.

The computer game had several intensity stages. At first one minute was given for getting used to the game environment. Only one asteroid in ten seconds was generated. The second phase was more intense and one asteroid in two seconds was generated in the next four minutes. The third stage was the most intense and aimed to cause stressful situations for the volunteer. Two asteroids in one second were generated for five minutes. The last phase that lasted one and a half minute was aimed for relaxing and again only one asteroid in ten seconds was generated.

After the computer game, the volunteers were asked to reflect their emotional state after the game play and to report their impressions of various game characteristics as quality, ease of game control, as well as frustration level induced by background, sound, speed, density of asteroids, smoke, explosions, and video discrepancies.

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