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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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Table of contents (18 chapters)

  1. Theory

  2. Emotion Modelling and Affect-Driven Adaptation

  3. Applications

Keywords

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.

 

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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