Emotion in Games

Theory and Praxis

  • Kostas Karpouzis
  • Georgios N. Yannakakis

Part of the Socio-Affective Computing book series (SAC, volume 4)

Table of contents

  1. Applications

    1. Ruth Aylett
      Pages 289-302
    2. Adrian David Cheok, David Levy, Kasun Karunanayaka
      Pages 303-328
  2. Back Matter
    Pages 329-338

About this book

Introduction

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.

This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence.

 

Keywords

affective computing emotion game-based learning natural interaction player experience

Editors and affiliations

  • Kostas Karpouzis
    • 1
  • Georgios N. Yannakakis
    • 2
  1. 1.Institute of Communication and Computer SystemsNational Technical University of AthensZographouGreece
  2. 2.Institute of Digital GamesUniversity of MaltaMsidaMalta

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-41316-7
  • Copyright Information Springer International Publishing Switzerland 2016
  • Publisher Name Springer, Cham
  • eBook Packages Biomedical and Life Sciences
  • Print ISBN 978-3-319-41314-3
  • Online ISBN 978-3-319-41316-7
  • Series Print ISSN 2509-5706
  • Series Online ISSN 2509-5714
  • Buy this book on publisher's site