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Automatic Emotional Balancing in Game Design: Use of Emotional Response to Increase Player Immersion

机译:游戏设计中的自动情感平衡:使用情感反应来增加玩家的沉浸感

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This research aims to propose a theoretical model for the automatic balancing of games using the emotional state of the players. When launching a new game on the market, companies want to reach the largest number of people who are interested in playing the released title and for that they spend a large volume of resources to balance the games and deliver a good experience to the players. But this is not always possible because there are several types of players and each one has an expectation regarding the game. Some like a more difficult game, others prefer to just enjoy the narrative, but this, if defined statistically, limits the player to having multiple experiences, because the person may prefer to focus on the narrative and at the same time enjoy some moments with more action that, in a static configuration would be blocked. Given these assumptions, if the game can identify in real-time players' emotions, it may be able to make changes to the game design, manipulating the narrative and elements of the gameplay. One way to increase the player's involvement could be done through the monitoring of physiological signals and using AI algorithms to classify emotional states that potentiate changes in the scenarios and narrative of the story. In this study an approach based on biofeedback is explored, the measured physiological signals are used to make inferences about the emotional state of the player and this information is used to inform the game.
机译:这项研究旨在为使用玩家的情绪状态自动平衡游戏提供理论模型。在市场上推出新游戏时,公司希望吸引对玩发行的游戏感兴趣的最大数量的人,为此,他们花费大量资源来平衡游戏并为玩家提供良好的体验。但这并不总是可能的,因为有几种类型的玩家,每种玩家都对游戏抱有期望。有些人喜欢比较困难的游戏,有些人则喜欢只享受叙事,但是,如果从统计学角度进行定义,这会限制玩家拥有多种体验,因为该人可能更喜欢专注于叙事,同时又喜欢享受更多的时光。在静态配置中将被阻止的操作。在这些假设的前提下,如果游戏可以实时识别玩家的情绪,则可以改变游戏设计,操纵游戏的叙述和元素。一种增加玩家参与度的方法可以通过监视生理信号并使用AI算法对可增强情景和故事情节变化的情感状态进行分类。在这项研究中,探索了一种基于生物反馈的方法,将测得的生理信号用于推断玩家的情绪状态,并将此信息用于告知游戏。

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