Gilleade, Kiel and Dix, Alan (2004) Using Frustration in the Design of Adaptive Videogames. In: ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 1900-01-01.
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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.
|Item Type:||Conference or Workshop Item (Paper)|
|Journal or Publication Title:||ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology|
|Uncontrolled Keywords:||cs_eprint_id ; 921 cs_uid ; 1|
|Subjects:||Q Science > QA Mathematics > QA75 Electronic computers. Computer science|
|Departments:||Faculty of Science and Technology > School of Computing & Communications|
|Deposited On:||15 Oct 2009 14:50|
|Last Modified:||17 Mar 2016 01:02|
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