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Book ChapterDOI

Dynamic Game Balancing by Recognizing Affect

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TLDR
An overview of two groups of potentially useful sources for dynamic game balancing: Overt behavior and physiological responses is provided and EMO-Pacman, a design case that aims to implement these new balancing techniques into the game Pac-Man is presented.
Abstract
Dynamic game balancing concerns changing parameters in a game to avoid undesired player emotions, such as boredom and frustration This is eg done by adjusting the game's difficulty level to the (increasing) skill level of the player during the game Currently, most balancing techniques are based on in-game performance, such as the player's position in a race This is, however, insufficient since different types of players exist, with different goals, preferences and emotional responses Therefore, to deal effectively with a player's emotions, a game needs to look beyond the player's performance This paper provides an overview of two groups of potentially useful sources for dynamic game balancing: Overt behavior and physiological responses In addition, we present EMO-Pacman, a design case that aims to implement these new balancing techniques into the game Pac-Man

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Citations
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Journal ArticleDOI

A review of the use of psychophysiological methods in game research

TL;DR: This article reviews the psychophysiological method in game research, and presents the most useful measures: electromyography (EMG), electrodermal activity (EDA), electroencephalography (EEG) and cardiac measures.
BookDOI

Artificial Intelligence and Games

TL;DR: This is the first textbook dedicated to explaining how artificial intelligence techniques can be used in and for games, and how to use AI to play games, to generate content for games and to model players.
Proceedings ArticleDOI

The influence of implicit and explicit biofeedback in first-person shooter games

TL;DR: In the explicit biofeedback conditions, players were more immersed and positively affected, and they were able to manipulate the game play with the biosignal interface, and the report recommends exploring the possibilities of using explicitBiofeedback interaction in commercial games.

Review on psychophysiological methods in game research

TL;DR: The use of psychophysiological measurements provides an objective, continuous, real-time, non-invasive, precise, and sensitive way to assess the game experience, but for best results it requires carefully controlled experiments, large participant samples and specialized equipment as discussed by the authors.
Journal ArticleDOI

Adaptation in serious games for upper-limb rehabilitation: an approach to improve training outcomes

TL;DR: The results of the experiment show that the dynamic adaptation technique increases movement amplitude during a therapeutic session, which may serve as a basis to improve patient recovery.
References
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Journal ArticleDOI

Toward machine emotional intelligence: analysis of affective physiological state

TL;DR: It is found that the technique of seeding a Fisher Projection with the results of sequential floating forward search improves the performance of the Fisher Projections and provides the highest recognition rates reported to date for classification of affect from physiology: 81 percent recognition accuracy on eight classes of emotion, including neutral.
Book

A Theory of Fun for Game Design

TL;DR: The 10th anniversary edition of this classic book as mentioned in this paper takes a deep look at the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.
Journal ArticleDOI

Autonomic determinism: the modes of autonomic control, the doctrine of autonomic space, and the laws of autonomic constraint.

TL;DR: A formal 2-dimensional conception of autonomic space is proposed, and a quantitative model for its translation into a functional output surface is derived and has fundamental implications for the direction and interpretation of a wide array of psychophysiological studies.
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