Modeling Users' Emotions During Interactive Entertainment Sessions

Source: CiteSeer

ABSTRACT We use the formalism of decision theory to develop principled definitions of emotional states of a user, and we postulate that these notions should be useful in designing interactive entertainment systems.

  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: We describe the results of a modeling methodology that combines the formal choice-system representation of decision theory with a human player-focused description of the behavioral features of game play in Pacman. This predictive player modeler addresses issues raised in previous work and, to produce reliable accuracy. This paper focuses on using player-centric knowledge to reason about player behavior, utilizing a set of features which describe game-play to obtain quantitative data corresponding to qualitative behavioral concepts.
    Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Milano, Italy, 7-10 September, 2009; 01/2009
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: This chapter presents the QUARTIC process model for developing contextualized, competence-based educational games. Parallel streams of pedagogy and game development have been married to streamline the process of deriving appropriate educational games from client requirements. Furthermore, the authors describe two methodologies to improve the complementarity of the streams: one for building contextualised narrative, and one for describing competences applied in context. This increases the applicability of learning outcomes and allows the simultaneous assessment of learning while gaming. The work presented is a part of the European research project TARGET aimed at rapid competence development for knowledge workers.
    Handbook of Research on Serious Games as Educational, Business and Research Tools, 01/2012;
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Computer and videogames have been described using several formal systems – in this paper we consider them as Information Systems. In particular, we use a Decision Theoretic approach to model players dynamically in realtime Pacman (Namco 1980). The method described provides low-level in-game data capture which can provide a simple metric of challenge and player skill, which are key components in measuring the optimality of player experience based on Flow theory. Our approach is based on the calculation of optimal choices available to a player based on key utilities for a given game state. Our hypothesis is that observing a player’s deviation from an expected path can reveal their play preferences and skill, and help enhance our player models. Improved models will then enable in-game adaptation, to better suit individual players. In this paper we outline the basic principle of this approach and discuss the results of our first experiment.
    Proceedings of the SAB Workshop on Adaptive Approaches to Optimizing Player Satisfaction; 01/2006


Available from