Overview
- Explores theory and practice on how to induce, measure and utilise emotion in gaming environments
- Elaborates on measuring emotion for richer learning, assessment and entertainment experiences
- Includes examples and proposed techniques used to adapt games to player emotion and experience
- Demonstrates application-based emotion representation and adaptation: from low-level sensing at home and in the classroom to intrusive devices in medical applications
- Includes supplementary material: sn.pub/extras
Part of the book series: Socio-Affective Computing (SAC, volume 4)
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About this book
This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
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Keywords
Table of contents (18 chapters)
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Emotion Modelling and Affect-Driven Adaptation
Editors and Affiliations
Bibliographic Information
Book Title: Emotion in Games
Book Subtitle: Theory and Praxis
Editors: Kostas Karpouzis, Georgios N. Yannakakis
Series Title: Socio-Affective Computing
DOI: https://doi.org/10.1007/978-3-319-41316-7
Publisher: Springer Cham
eBook Packages: Biomedical and Life Sciences, Biomedical and Life Sciences (R0)
Copyright Information: Springer International Publishing Switzerland 2016
Hardcover ISBN: 978-3-319-41314-3Published: 18 November 2016
Softcover ISBN: 978-3-319-82321-8Published: 22 April 2018
eBook ISBN: 978-3-319-41316-7Published: 02 November 2016
Series ISSN: 2509-5706
Series E-ISSN: 2509-5714
Edition Number: 1
Number of Pages: XV, 338
Number of Illustrations: 11 b/w illustrations, 32 illustrations in colour
Topics: Neurosciences, User Interfaces and Human Computer Interaction, Educational Technology, Artificial Intelligence, Computer Appl. in Social and Behavioral Sciences, Computers and Education