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Affective reactions to playing digital games

机译:对演奏数字游戏的情感反应

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The paper presents a study of emotional states during a gameplay. An experiment of two-player Tetris game is reported, followed by the analysis of the results - self-reported emotional states as well as physiological signals measurements interpretation. The study reveals the diversity of emotional reactions and concludes, that a representative player's emotional model is hard to define. Instead, an adaptive approach to emotion recognition and individualized classifiers seem to be a better solution for affect-aware digital games.
机译:本文在游戏过程中提出了对情绪状态的研究。报告了两位玩家俄罗斯特罗斯游戏的实验,然后分析了结果 - 自我报告的情绪状态以及生理信号测量解释。该研究揭示了情绪反应的多样性和结论,代表参与者的情绪模型很难定义。相反,情绪识别和个性化分类器的自适应方法似乎是影响感知数字游戏的更好解决方案。

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