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. © 2009 Springer Berlin Heidelberg.
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CITATION STYLE
Tijs, T., Brokken, D., & Ijsselsteijn, W. (2008). Creating an emotionally adaptive game. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5309 LNCS, pp. 122–133). Springer Verlag. https://doi.org/10.1007/978-3-540-89222-9_14
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