Projects per year
In recent years, the interest to the area of computer games for educational purposes increased due to their positive outcomes and effects in technology-enhanced learning. One of their chief merits is retaining the learning motivation and engagement of players during all time of the game. Therefore, it is necessary educational games to be able to adjust their features such as task difficulty, object speed, learning content, etc. according to the current emotional state of the player and, as well, to his/her playing style. In this paper, we present a dynamic mechanism for affective game adaptation based on both emotion and arousal estimation. The mechanism is implemented within an applied video game named “Rush for Gold” designed for implicit recognition of playing or learning styles. The paper outlines, analyzes and discusses results of an experimental study related to player´s engagement in affective applied adaptation.
|Title of host publication||Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality|
|Editors||Francisco José García-Peñalvo|
|Place of Publication||New York|
|Publisher||Association for Computing Machinery (ACM)|
|Publication status||Published - 1 Nov 2016|
|Event||Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality - Salamanca, Spain|
Duration: 2 Nov 2016 → 4 Nov 2016
|Conference||Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality|
|Period||2/11/16 → 4/11/16|
- applied game
- playing style
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- 1 Finished
Rage: Realising an Applied Gaming Eco-system
Westera, W., Georgiadis, K., Saveski, G., van Lankveld, G., Bahreini, K., van der Vegt, W., Berkhout, J., Nyamsuren, E., Kluijfhout, E. & Nadolski, R.
1/02/15 → 31/07/19