2017
DOI: 10.1108/itse-07-2016-0023
|View full text |Cite
|
Sign up to set email alerts
|

Affect-based adaptation of an applied video game for educational purposes

Abstract: Purpose This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for Gold” game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and facial expressions of the player. The game applies linear regression for calculating playing styles to be applied for achieving a style-based adaptation in other educational video ga… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
6
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
5
2
1

Relationship

1
7

Authors

Journals

citations
Cited by 15 publications
(6 citation statements)
references
References 18 publications
0
6
0
Order By: Relevance
“…Our purpose of runtime detection of learning curve patterns was and remains realization of an efficient and dynamic player-centric adaptation and, hence, improving the overall game playability. Our plan for future works includes dynamic adaptation of various game features, which fall into three main groups [15], namely:…”
Section: Discussionmentioning
confidence: 99%
“…Our purpose of runtime detection of learning curve patterns was and remains realization of an efficient and dynamic player-centric adaptation and, hence, improving the overall game playability. Our plan for future works includes dynamic adaptation of various game features, which fall into three main groups [15], namely:…”
Section: Discussionmentioning
confidence: 99%
“…Thus, playing styles make it possible to play the same level in different ways. A playing style presents persistent traits of the play (Bontchev & Vassileva, 2017). Several models of playing styles, also known as player types, are proposed in the literature, like Bartle's model (Bartle, 1996), Lazzaro's model (Lazzaro, 2004(Lazzaro, , 2008), Yee's Model (Yee, 2006) and augmented Yee Model (Arelíusarson, 2013).…”
Section: Emotions Related To Personality Type and Playing-stylementioning
confidence: 99%
“…Mazes are broadly used in entertainment games and that makes them very appropriate for interactive representation of content, where the player chooses one of the several options for an action. Furthermore, mazes can be combined with quizzes, puzzles and other mini-games situated at appropriated places into the maze that makes them suitable for GBL in any learning domain [19]. The player navigates between the rooms of the maze as specified by the connecting graph designed by the educator for a given learning curriculum.…”
Section: Platforms For Generation Of Educational Maze Gamesmentioning
confidence: 99%