Abstract
This paper discusses a specific customization technology – Psychological Customization - which enables the customization of information presented on a computer-based system in real-time and its application to manipulating emotions when playing computer games. The possibilities of customizing different elements of games to manipulate emotions are presented and a definition of emotionally adaptive games is given. A psychophysiologically adaptive game is discussed as an example of emotionally adapted games.
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Saari, T., Turpeinen, M., Kuikkaniemi, K., Kosunen, I., Ravaja, N. (2009). Emotionally Adapted Games – An Example of a First Person Shooter. In: Jacko, J.A. (eds) Human-Computer Interaction. Interacting in Various Application Domains. HCI 2009. Lecture Notes in Computer Science, vol 5613. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02583-9_45
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DOI: https://doi.org/10.1007/978-3-642-02583-9_45
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