Affective Gaming
From AffectiveGaming
Introduction
This page is under construction and will increase in size, scope and visual and interactive pleasantness :-). The initiative for a website on this topic was born out of a tutorial given by Joost Broekens & Eva Hudlicka for the Dutch DiGRA chapter. The tutorial addressed issues in affective game design in general as well as presented practical guidelines for developing computational models of emotion for non-player characters in games.
This website hosts research initiatives, tutorials, discussions and program code on affective gaming.
Topics addressed will include:
- generative models of emotion for non-player characters in games (see e.g., related work on emotion modelling in virtual characters and Becker & Wachsmut, 2006).
- affective game design (see for example the paper by Gilleade & Dix, 2004, and Nakatsu, Rauterberg & Vorderer, 2005).
- affect-adaptive interfaces (for example as done by Yannakakis & Maragoudakis, 2005,Gilleade & Allanson,2003, or Becker at al, 2005).
- affective user modelling for games (e.g., Sykes & Brown, 2003; see also player satisfaction modelling (IEEE taskforce website)
- affective game engines (see, Hudlicka (2009) or the slides of the lecture).
Interested individuals (academics/industry) or motivated game fans are very welcome to contribute.
Currently several tutorials can be found under Tutorials and lectures.
Under Applets and Tools, an example applet can be found of an "emotional pacman". The example can be run or downloaded.
Contact
Joost Broekens (joost.broekens@gmail.com) & Eva Hudlicka (hudlicka@ieee.org)
