TY - GEN
T1 - Creating an emotionally adaptive game
AU - Tijs, Tim
AU - Brokken, Dirk
AU - IJsselsteijn, Wijnand
PY - 2008
Y1 - 2008
N2 - 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.
AB - 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.
KW - Adaptivity
KW - Affective loop
KW - Computer games
KW - Emotions
KW - Personalization
KW - Psychophysiology
UR - http://www.scopus.com/inward/record.url?scp=85099427059&partnerID=8YFLogxK
U2 - 10.1007/978-3-540-89222-9_14
DO - 10.1007/978-3-540-89222-9_14
M3 - Conference contribution
AN - SCOPUS:85099427059
SN - 3540892214
SN - 9783540892212
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 122
EP - 133
BT - Entertainment Computing - ICEC 2008 - 7th International Conference, Proceedings
A2 - Stevens, Scott M.
A2 - Saldamarco, Shirley J.
PB - Springer
CY - Berlin
T2 - 7th International Conference on Entertainment Computing, ICEC 2008
Y2 - 25 September 2008 through 27 September 2008
ER -