Proceedings of the 12th International Conference on Entertainment and Media in the Ubiquitous Era 2008
DOI: 10.1145/1457199.1457203
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Boredom, engagement and anxiety as indicators for adaptation to difficulty in games

Abstract: This paper proposes an approach based on emotion recognition to maintain engagement of players in a game by modulating the game difficulty. Physiological and questionnaire data were gathered from 20 players during and after playing a Tetris game at different difficulty levels. Both physiological and self-report analyses lead to the conclusion that playing at different levels gave rise to different emotional states and that playing at the same level of difficulty several times elicits boredom. Emotion assessmen… Show more

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Cited by 160 publications
(126 citation statements)
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“…In the broadest sense, audience response can be considered as feedback to a stimulus coming from several users, participants, or players (Mandryk, 2004;Chanel et al, 2008;Lunn and Harper, 2010). Different applications define audience response depending on the requirements of the application.…”
Section: Audience Response In Performing Artsmentioning
confidence: 99%
“…In the broadest sense, audience response can be considered as feedback to a stimulus coming from several users, participants, or players (Mandryk, 2004;Chanel et al, 2008;Lunn and Harper, 2010). Different applications define audience response depending on the requirements of the application.…”
Section: Audience Response In Performing Artsmentioning
confidence: 99%
“…The CalmPrix video game was meant to teach a relaxation technique, using an extremely primitive racing car game (even for the time). CalmPrix would have been pitted against games such as the highly successful Mario Brothers (1983) 11 , Return of the Jedi and Elite (1984) 12 . Commercially, it didn't stand a chance.…”
Section: Technologies For Ag a Generations Of Console Platformsmentioning
confidence: 99%
“…[14] Categorial models are typically used in studies where the objective is to recognise one of a set of emotions for some purpose, or to test the efficiency of some analysis algorithm. However, most projects or studies which apply models of human emotion or affective state to some task or interaction in general use variants of dimensional models, and sometimes define a model specifically suited for application to information access [7,5]. Mood in this context can be thought to be an underlying moderator of human action and a representation of background information used as a basis for assessment and judgment even without conscious attribution of an emotion towards a target notion.…”
Section: Texts Utterances Clauses and Fragmentsmentioning
confidence: 99%