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Boredom, Engagement and Anxiety as Indicators for Adaptation to Difficulty in Games

Présenté à Tampere, Finland, 2008
Maison d'éditionNew York : ACM
Date de publication2008
Résumé

This paper proposes an approach based on emotion recognition to maintain engagement of players in a game by modulating the game difficulty. Physiological and questionnaire data were gathered from 20 players during and after playing a Tetris game at different difficulty levels. Both physiological and self-report analyses lead to the conclusion that playing at different levels gave rise to different emotional states and that playing at the same level of difficulty several times elicits boredom. Emotion assessment from physiological signals was performed using a SVM (Support Vector Machine). An accuracy of 53.33% was obtained on the discrimination of three emotional classes, namely boredom, anxiety, engagement.

Citation (format ISO)
CHANEL, Guillaume et al. Boredom, Engagement and Anxiety as Indicators for Adaptation to Difficulty in Games. In: MindTrek ’08 : Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era. Tampere, Finland. New York : ACM, 2008. p. 13–17. doi: 10.1145/1457199.1457203
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ISBN978-1-60558-197-2
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Informations techniques

Création29/06/2012 11:27:00
Première validation29/06/2012 11:27:00
Heure de mise à jour14/03/2023 17:37:58
Changement de statut14/03/2023 17:37:58
Dernière indexation12/02/2024 20:22:27
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