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Designing players#039; emotional reaction models: A generic method towards adaptive affective gaming

机译:设计玩家的情绪反应模型:适应性情感游戏的通用方法

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Current approaches to game design improvements rely on gameplay testing, an iterative process following the test, try and fix pattern, relying on target audience feedback via standard questionnaires. Besides being a very time consuming phase, it is also highly subjective. In this paper, we demonstrate a generalizable approach for building predictive models of players' affective reactions across games and genres. Our aim is two-fold: 1) That game developers can use these models to more easily and accurately tune game parameters, allowing improved gaming experiences, and 2) That these models can be used as the basis for parameterisable and adaptive affective gaming. This paper describes our preliminary results regarding a novel, physiological-based method for emotional player profiling, which consists on the following three phases: (i) monitoring players' emotional states and game events, (ii) identifying player's emotional reactions to game events and (iii) individual and cluster-based modelling of players emotional reactions.
机译:当前改进游戏设计的方法依赖于游戏性测试,即测试之后的迭代过程,尝试并修复模式,并依赖于通过标准问卷调查的目标受众反馈。除了是一个非常耗时的阶段外,它也是高度主观的。在本文中,我们演示了一种通用的方法,可用于构建游戏和流派中玩家情感反应的预测模型。我们的目标有两个:1)游戏开发人员可以使用这些模型更轻松,准确地调整游戏参数,从而改善游戏体验; 2)这些模型可以用作可参数化和自适应情感游戏的基础。本文介绍了有关一种新颖的,基于生理的情绪化玩家特征分析方法的初步结果,该方法包括以下三个阶段:(i)监视玩家的情绪状态和游戏事件,(ii)识别玩家对游戏事件的情绪反应,以及(iii)基于个体和群体的玩家情绪反应建模。

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