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Using frustration in the design of adaptive videogames

Published: 02 September 2004 Publication History

Abstract

In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of users as with the former. Affective videogames, games that respond to the user's emotional state, may hold the key to creating such gameplay mechanics. In this paper we discus how the emotion frustration may be used in the design of adaptive videogames and the ongoing research into its detection and measurement.

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  • (2023)Applying Learning Analytics Approaches to Detect and Track Students' Cognitive States During Virtual Problem-Solving ActivitiesPerspectives on Learning Analytics for Maximizing Student Outcomes10.4018/978-1-6684-9527-8.ch002(15-43)Online publication date: 24-Oct-2023
  • (2023)Emotion Design for Video Games: A Framework for Affective InteractivityGames: Research and Practice10.1145/36245371:3(1-24)Online publication date: 25-Oct-2023
  • (2023)‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110287:CHI PLAY(217-236)Online publication date: 4-Oct-2023
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cover image ACM Other conferences
ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
September 2004
368 pages
ISBN:1581138822
DOI:10.1145/1067343
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 September 2004

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Author Tags

  1. adaptable
  2. adaptive
  3. affective computing
  4. emotion
  5. frustration
  6. videogames

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Cited By

View all
  • (2023)Applying Learning Analytics Approaches to Detect and Track Students' Cognitive States During Virtual Problem-Solving ActivitiesPerspectives on Learning Analytics for Maximizing Student Outcomes10.4018/978-1-6684-9527-8.ch002(15-43)Online publication date: 24-Oct-2023
  • (2023)Emotion Design for Video Games: A Framework for Affective InteractivityGames: Research and Practice10.1145/36245371:3(1-24)Online publication date: 25-Oct-2023
  • (2023)‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110287:CHI PLAY(217-236)Online publication date: 4-Oct-2023
  • (2023)ChallengeDetect: Investigating the Potential of Detecting In-Game Challenge Experience from Physiological MeasuresProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581232(1-29)Online publication date: 19-Apr-2023
  • (2023)Theories, methodologies, and effects of affect-adaptive games: A systematic reviewEntertainment Computing10.1016/j.entcom.2023.10059147(100591)Online publication date: Aug-2023
  • (2023)Multi-modal Affect Detection Using Thermal and Optical Imaging in a Gamified Robotic ExerciseInternational Journal of Social Robotics10.1007/s12369-023-01066-116:5(981-997)Online publication date: 31-Oct-2023
  • (2023)User Experience Evaluation Methods for Games in Serious ContextsSoftware Engineering for Games in Serious Contexts10.1007/978-3-031-33338-5_2(19-42)Online publication date: 22-Sep-2023
  • (2022)The Uses of Games That Transcend the Play and Mediate LearningResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch013(253-288)Online publication date: 2022
  • (2022)Application of Digital Games for Speech Therapy in Children: A Systematic Review of Features and ChallengesJournal of Healthcare Engineering10.1155/2022/48149452022(1-20)Online publication date: 25-Apr-2022
  • (2022)Inscrutable Games: How Players Respond to Illegible or Opaque Game DesignProceedings of the 25th International Academic Mindtrek Conference10.1145/3569219.3569392(31-40)Online publication date: 16-Nov-2022
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