2019
DOI: 10.1016/j.cogsys.2019.03.006
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A generic and efficient emotion-driven approach toward personalized assessment and adaptation in serious games

Abstract: Emotions have a major role in the player-game interaction. In serious games playing contexts, real-time assessment of the player's emotional state is crucially important to enable an emotion-driven adaptation during gameplay. In addition, a personalized assessment and adaptation based on the player's characteristics remains a challenge for serious games designers.This paper presents a generic and efficient emotion-driven approach for personalized assessment and adaptation in serious games, in which two main me… Show more

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Cited by 18 publications
(9 citation statements)
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References 58 publications
(68 reference statements)
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“…According to the selected studies, applying LA to SEGs has several objectives including: Understanding how students learn using games and modeling their behaviors (affective, social and cognitive states) during gameplay (Hou, 2012 ) (Kerr & Chung, 2012 ) (Cheng et al, 2015 ) (Minović et al, 2015 ) (Israel-Fishelson & Hershkovitz, 2020 ); Implementing teaching support to improve the process of teacher inquiry (Rodríguez-Cerezo et al, 2014 ) (Sergis & Sampson, 2017 ) (Kiili & Ketamo, 2018 ); Conducting formative and summative assessments of students’ learning based on in-game data (stealth assessment) (Serrano-Laguna et al, 2014 ) and game evaluation (Freire et al, 2016 ) (Abdellatif et al, 2018 ); Predicting learning results based on students’ interactivity (Loh & Sheng, 2015 ) (Kouraki et al, 2017 ) (Rowe et al, 2017 ) (Hernández-Lara et al, 2019 ); In-game personalization and adaptation by providing an appropriate level of challenge according to learners’ competencies level (Kiili et al, 2018 ) (Mostefai et al, 2019 ); and Validating the actual educational and game designs or finding possible improvements in game design as well as the cost efficiency of using games in education (Freire et al, 2016 ). …”
Section: Results Analysismentioning
confidence: 99%
“…According to the selected studies, applying LA to SEGs has several objectives including: Understanding how students learn using games and modeling their behaviors (affective, social and cognitive states) during gameplay (Hou, 2012 ) (Kerr & Chung, 2012 ) (Cheng et al, 2015 ) (Minović et al, 2015 ) (Israel-Fishelson & Hershkovitz, 2020 ); Implementing teaching support to improve the process of teacher inquiry (Rodríguez-Cerezo et al, 2014 ) (Sergis & Sampson, 2017 ) (Kiili & Ketamo, 2018 ); Conducting formative and summative assessments of students’ learning based on in-game data (stealth assessment) (Serrano-Laguna et al, 2014 ) and game evaluation (Freire et al, 2016 ) (Abdellatif et al, 2018 ); Predicting learning results based on students’ interactivity (Loh & Sheng, 2015 ) (Kouraki et al, 2017 ) (Rowe et al, 2017 ) (Hernández-Lara et al, 2019 ); In-game personalization and adaptation by providing an appropriate level of challenge according to learners’ competencies level (Kiili et al, 2018 ) (Mostefai et al, 2019 ); and Validating the actual educational and game designs or finding possible improvements in game design as well as the cost efficiency of using games in education (Freire et al, 2016 ). …”
Section: Results Analysismentioning
confidence: 99%
“…Knowledge from different research fields and disciplines (e.g., sport science and HCI) should be used to examine different parameters assessing physical ( Wallace et al, 2014 ; Burgess, 2017 ; Coyne et al, 2018 ; McLaren et al, 2018 ), cognitive ( Solovey et al, 2014 ; Grassmann et al, 2016 ; Oschlies-Strobel et al, 2017 ; He et al, 2019 ; Hughes et al, 2019 ; Zhou et al, 2020 ), and mental ( Schrader et al, 2017 ; Mostefai et al, 2019 ) load. Objective parameters could be defined by physiological and performance-related factors ( Vasilyev et al, 2019 ).…”
Section: Discussionmentioning
confidence: 99%
“…The emotion's frequency column, as shown in the In Fig. 4, citing the same emotions on both opposite sides (failure vs. success) can be explained by the dependency between the player's personality and his/her emotional states [5]. Generally, the emotional response to a stimulus differs from one person to another according to their personality types [20].…”
Section: Table VII Positive /Negative Correlation Between Learners' mentioning
confidence: 99%
“…However, based on our best knowledge, there is not yet researches that discuss the issue of positive and negative emotions of the learner in SGs and their relationship with learning and playing performance. From our point of view [5], in a SG positive emotions are emotions that reinforce learning and improve performance during player-game interaction. Negative emotions are emotions that negatively affect learning and reduce performance during game play.…”
mentioning
confidence: 99%