The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom
Summary (2 min read)
1 INTRODUCTION
- Besides its relevance in various areas of life like reading, factory working, medical working and sports [4], Flow is also a fundamental aspect in player centered game design.
- This could happen before the game starts or at any point during the game.
- The idea behind DGB is to enhance user satisfaction and the gaming experience by automatically adjusting the difficulty level in real-time based on the player’s ability and emotional state [14].
- If the user is bored, the game increases the challenge by handicaps.
2 METHODS Game Design
- The authors developed a 2D shoot’em up game from top down perspective alike to the classic Space Invaders.
- The objective of the game is to move across the screen, shoot descending hostile shuttles, preventing them from reaching the bottom of the screen and not getting hit by any obstacles (stones, hostile shuttles and their laser beam).
- The authors created an algorithm based on different metrics that makes the game react to the user’s emotional state (see section 2).
- The first describes the immediate adjustment of the game difficulty within a level.
- Self-reporting requests are exclusively made before or after a level not to interrupt the gaming experience.
Implementation
- The authors have implemented the game using the Unity 3D game engine1 and deployed it for windows computers.
- //www.affectiva.com/product/emotion-sdk/ metrics for stress detection [11], also known as 2https.
- Unnecessary keystrokes, i.e. firing the laser beam without ammunition or during recharge time, are interpreted as arousal and integrated into the DGB algorithm.
- Thus, the emotional state will be calculated as follows: EmotionScore = 1/3[0.6(se) + 0.3(f e) + 0.1(ks)] (1) As the most significant metric, self-reporting has the strongest impact for the result, i.e. each parameter is weighted by relative percentages due to their significance.
- Finally, a score larger than 10 leads to increasing the difficulty.
Materials
- This game is built to play on computers with a regular keyboard as input device and a webcam for detecting facial expressions.
- The software itself does not have any special hardware requirements.
- Indeed, the authors do not need external sensors and additional hardware components to detect user’s emotions.
Conclusion
- The presented game is at an early stage of development and provides first rudimentary approaches to dynamically adjusting the gameplay depending on the user’s emotional state.
- The authors have yet to evaluate their application concerning game experience, emotion detection accuracy and overall impression.
- So far, the authors have conducted small play testing sessions with interviews afterwards.
- Based on the results of the game prototype to date, the authors see possible difficulties with the current approach, as facial expressions and keystrokes may not be accurate enough to entirely capture the emotions experienced during a game.
- The authors would like to continue the approach to detect user’s emotions unobtrusively without the use of external sensors, like heart rate monitors or electrodermal activity (EDA) sensors thus not disturbing game experience.
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References
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"The Mood Game - How to Use the Play..." refers methods in this paper
...Based on the circumplex emotion model [12], we focused on valence and arousal, however, we can also detect the six basic human emotions anger, disgust, fear, happiness, sadness and surprise as defined in Ekman’s emotion model [6]....
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"The Mood Game - How to Use the Play..." refers background in this paper
...Described as the balance of a game’s challenge and the player’s skill, the game will keep the player in the Flow Zone if the presented challenge is neither too hard nor too easy related to the player’s ability....
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...One important concept is the Flow Zone [1]....
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...The question is how can we create an appropriate game design to trigger a sense of flow? One important concept is the Flow Zone [1]....
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...If the user shows frustration or boredom and hence crosses the Flow Zone boundaries, the game counteracts in different ways in addition to a linear difficulty enhancement based on gaming progress....
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