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The Mood Game - How to use the player’s affective state in a shoot’em up avoiding frustration and boredom
Halbhuber, David, Fehle, Jakob, Kalus, Alexander, Seitz, Konstantin, Kocur, Martin, Schmidt, Thomas und Wolff, Christian
(2019)
The Mood Game - How to use the player’s affective state in a shoot’em up avoiding frustration and boredom.
In: Alt, Florian und Bulling, Andreas und Döring, Tanja, (eds.)
MuC'19: Proceedings of Mensch und Computer 2019.
Association for Computing Machinery, New York, NY, USA, S. 867-870.
ISBN 9781450371988.
Veröffentlichungsdatum dieses Volltextes: 07 Aug 2020 05:18
Buchkapitel
Zusammenfassung
In this demo paper, we present a shoot'em up game similar to Space Invaders called the "Mood Game" that incorporates players' affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustration and boredom. By tracking emotions through facial expressions combined with self-evaluation, keystrokes and performance measures, we have ...
In this demo paper, we present a shoot'em up game similar to Space Invaders called the "Mood Game" that incorporates players' affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustration and boredom. By tracking emotions through facial expressions combined with self-evaluation, keystrokes and performance measures, we have developed a game logic that adapts the playing difficulty based on the player's emotional state. The implemented algorithm automatically adjusts the enemy spawn rate and enemy behavior, the amount of obstacles, the number and type of power ups and the game speed to provide a smooth game play for different player skills. The effects of our dynamic game balancing mechanism will be tested in future work.
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| Dokumentenart | Buchkapitel | ||||
| ISBN | 9781450371988 | ||||
| Buchtitel: | MuC'19: Proceedings of Mensch und Computer 2019 | ||||
|---|---|---|---|---|---|
| Verlag: | Association for Computing Machinery | ||||
| Ort der Veröffentlichung: | New York, NY, USA | ||||
| Seitenbereich: | S. 867-870 | ||||
| Datum | 2019 | ||||
| Institutionen | Sprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff) Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff) | ||||
| Identifikationsnummer |
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| Stichwörter / Keywords | affective computing, emotion detection, space invaders, gaming, dynamic game balancing, game engineering | ||||
| Dewey-Dezimal-Klassifikation | 000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik 100 Philosophie und Psychologie > 150 Psychologie 700 Künste und Unterhaltung > 793 Spiel | ||||
| Status | Veröffentlicht | ||||
| Begutachtet | Ja, diese Version wurde begutachtet | ||||
| An der Universität Regensburg entstanden | Ja | ||||
| URN der UB Regensburg | urn:nbn:de:bvb:355-epub-435724 | ||||
| Dokumenten-ID | 43572 |
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