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Halbhuber, David ; Fehle, Jakob ; Kalus, Alexander ; Seitz, Konstantin ; Kocur, Martin ; Schmidt, Thomas ; Wolff, Christian

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 and 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 and Bulling, Andreas and Döring, Tanja, (eds.) MuC'19: Proceedings of Mensch und Computer 2019. Association for Computing Machinery, New York, NY, USA, pp. 867-870. ISBN 9781450371988.

Date of publication of this fulltext: 07 Aug 2020 05:18
Book section


Abstract

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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Details

Item typeBook section
ISBN9781450371988
Title of Book:MuC'19: Proceedings of Mensch und Computer 2019
Publisher:Association for Computing Machinery
Place of Publication:New York, NY, USA
Page Range:pp. 867-870
Date2019
InstitutionsLanguages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Informatics and Data Science > Department Human-Centered Computing > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Identification Number
ValueType
10.1145/3340764.3345369DOI
Keywordsaffective computing, emotion detection, space invaders, gaming, dynamic game balancing, game engineering
Dewey Decimal Classification000 Computer science, information & general works > 004 Computer science
100 Philosophy & psychology > 150 Psychology
700 Arts & recreation > 793 Indoor games & amusements
StatusPublished
RefereedYes, this version has been refereed
Created at the University of RegensburgYes
URN of the UB Regensburgurn:nbn:de:bvb:355-epub-435724
Item ID43572

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