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Creating an Emotionally Adaptive Game

  • Conference paper

Part of the Lecture Notes in Computer Science book series (LNISA,volume 5309)

Abstract

To optimize a player’s experience, an emotionally adaptive game continuously adapts its mechanics to the player’s emotional state, measured in terms of emotion-data. This paper presents the first of two studies that aim to realize an emotionally adaptive game. It investigates the relations between game mechanics, a player’s emotional state and his/her emotion-data. In an experiment, one game mechanic (speed) was manipulated. Emotional state was self-reported in terms of valence, arousal and boredom-frustration-enjoyment. In addition, a number of (mainly physiology-based) emotion-data features were measured. Correlations were found between the valence/arousal reports and the emotion-data features. In addition, seven emotion-data features were found to distinguish between a boring, frustrating and enjoying game mode. Taken together, these features convey sufficient data to create a first version of an emotionally adaptive game.

Keywords

  • Adaptivity
  • personalization
  • computer games
  • affective loop
  • psychophysiology
  • emotions

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Tijs, T., Brokken, D., IJsselsteijn, W. (2008). Creating an Emotionally Adaptive Game. In: Stevens, S.M., Saldamarco, S.J. (eds) Entertainment Computing - ICEC 2008. ICEC 2008. Lecture Notes in Computer Science, vol 5309. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89222-9_14

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  • DOI: https://doi.org/10.1007/978-3-540-89222-9_14

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89221-2

  • Online ISBN: 978-3-540-89222-9

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