Effects of Angry Birds-like Live Streaming on
Working Memory
Febri Abdullah
*
, Changeun Yang
*
, Pujana Paliyawan
*
, Ruck Thawonmas
*
, Tomohiro Harada
*
, Fitra A. Bachtiar
†
*
Intelligent Computer Entertainment Laboratory, Ritsumeikan University, Kusatsu, Shiga, Japan
†
Faculty of Computer Science, Brawijaya University, Malang, Indonesia
ruck@is.ritsumei.ac.jp
Abstract—This paper investigates whether and to which degree
watching Angry Birds-like live streaming could affect the spec-
tator’s working memory (WM). We prepared Angry Birds-like
gameplay on the Twitch streaming platform in which a domino
effect based on Rube Goldberg Machine (RGM) mechanism is
featured in each generated game level. The spectators’ working
memory are measured using the N-back task, and our results
show a possibility that watching the proposed live streaming can
increase the WM performance.
Index Terms—Angry Birds, working memory, spectator, Rube
Goldberg Machine
I. I NTRODUCTION
Working memory (WM) refers to the system involving the
temporary storage of information that maintains the process of
specific cognitive tasks [1]. The performance of WM corre-
sponds with higher cognitive tasks such as complex learning
or reasoning and WM capacity related to the capability of
using attention to maintain information or avoid distraction [2].
Previous studies revealed that specific emotional states [3] or
acute stress [4] induced by watching videos of showing parts
of movies could affect spectator’s WM performance. Based on
the aforementioned work, we are curious to know if watching
videos of other kinds, such as gameplay, could also affect
spectator’s WM performance.
In this study, we investigate whether watching videos of
interesting gameplay could lead to positive effects on perfor-
mance in WM tasks. We note that, in our prior study, showing
an interesting explosion in Angry Birds-like game was found
to statistically significantly decrease the negative affect and
promote better emotion of spectators [5]. In the current study,
we hypothesize that watching interesting Angry Birds-like live
streaming would increase the spectator’s WM performance.
II. METHODOLOGY
A. The Stanford Sleepiness Scale
The Stanford Sleepiness Scale (SSS), developed by Hoddes
et al. in 1972, is a one-item self-report questionnaire measuring
levels of sleepiness throughout the day [6]. The SSS is
presented in a seven-point Likert scale ranging from 1 (feeling
active, vital, alert, or wide awake) to 7 (no longer fighting
sleep, sleep onset soon).
The SSS was used in Jim´ enez et al.’s study [7] to screen
their participants before performing mental demanding tasks:
3-back or oddball task. The participants were required to score
≤ 3 on the SSS upon their arrival at the experiment place.
B. N-back Task
The N-back task is a WM-related task that had been used
to measure the WM performance [3] [4]. A study by Gray
et al. strengthened the evidence that participants’ unpleasant
emotional state improves the spatial N-back performance and
decrease the verbal N-back performance, while the pleasant
one works in the opposite way. Another study by Qin et al.
[4] found that an acute stress induced by watching movie clips
with aversive content could significantly reduce participants’
N-back performance.
C. Science Birds Live Streaming
This study is conducted using an extended version of
Science Birds from our prior study [5]. Science Birds is a
clone version of Angry Bird widely employed for academic
research [8]. We presented our Science Birds gameplay via
the Twitch online streaming platform. Our previous study
found that proper placement of a TNT (in-game explosive
object) contributes to in increase in the interestingness of
an Angry Birds video and helps the participants reduce their
negative affect [5]. Based on this finding, this study features
a procedurally generated level with a domino effect based
on Rube Goldberg Machine (RGM) mechanisms (Fig 1). We
calculate projectile motions for bird-shooting based on in-
game gravity, the bird starting position, and the target position.
Fig. 1. An example of an RGM level. There are three segments in this level,
those surrounded by blue rectangles. A segment contains a trigger object (red
circle) that when it is destroyed it will make a particular object to fly (yellow
arrow) and destroy the next segment’s trigger object. The process will be
chained until all available segments are destroyed.
III. EXPERIMENT
A. Participants
Participants were 14 healthy university students at our
university. All participants provided their informed consent
978-1-7281-0300-6/19/$31.00 ©2019 IEEE