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Emotion in Games

Theory and Praxis

  • Book
  • © 2016

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

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.

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)

  1. Theory

  2. Emotion Modelling and Affect-Driven Adaptation

  3. Applications

Editors and Affiliations

  • Institute of Communication and Computer Systems, National Technical University of Athens, Zographou, Greece

    Kostas Karpouzis

  • Institute of Digital Games, University of Malta, Msida, Malta

    Georgios N. Yannakakis

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