The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom
Autor: | Jakob Fehle, Alexander Kalus, Christian Wolff, Martin Kocur, David Halbhuber, Thomas Schmidt, Konstantin Seitz |
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Přispěvatelé: | Alt, Florian, Bulling, Andreas, Döring, Tanja |
Rok vydání: | 2019 |
Předmět: |
ddc:004
Facial expression Game mechanics Sequential game Computer science ddc:793 ComputingMilieux_PERSONALCOMPUTING Boredom Space (commercial competition) 004 Informatik 793 Spiel Mood Human–computer interaction 150 Psychologie medicine ddc:150 State (computer science) medicine.symptom Affective computing |
Zdroj: | Mensch & Computer |
DOI: | 10.1145/3340764.3345369 |
Popis: | 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. |
Databáze: | OpenAIRE |
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