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Proceedings

Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games

Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart E. Nacke. 2013. Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games. In Proceedings of AIIDE 2009. Palo Alto, CA, United States. 51-57.
PDFBibTeX
@inproceedings{nogueira2013guided,
Abstract = {Designing adaptive games for individual emotional experi- ences is a tricky task, especially when detecting a player's emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamen- tal relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Mod- els (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide in- formation on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player's emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components in- volved in regulating players' affective experience. We ex- pect our technique will allow game designers to focus on defining high-level rules for generating gameplay experi- ences instead of having to create and test different content for each player type.},
Address = {Palo Alto, CA, United States},
Author = {P. A. Nogueira, R. A. Rodrigues, E. C. Oliveira, and L. E. Nacke},
Booktitle = {Proceedings of aiide 2009},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Guided-Emotional-State-Regulation-Understanding-and-Shaping-Players-Affective-Experiences-in-Digital-Games.png},
Pages = {51-57},
Title = {Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games},
Url = {https://hcigames.com/download/guided-emotional-state-regulation-understanding-and-shaping-players'-affective-experiences-in-digital-games},
Year = {2013},

Abstract

Designing adaptive games for individual emotional experi- ences is a tricky task, especially when detecting a player's emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamen- tal relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Mod- els (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide in- formation on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player's emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components in- volved in regulating players' affective experience. We ex- pect our technique will allow game designers to focus on defining high-level rules for generating gameplay experi- ences instead of having to create and test different content for each player type.

 

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