2008 · 227 citations · 11 references
EducationPhysiologyPsychologyAffective NeuroscienceIndividual DifferencesPsychophysiologyAffective ComputingAffective State DetectionEmotion ProcessingEmotion RecognitionEmotional EngagementGame PlayingEmotionsSelf-report MeasurementSelf-report QuestionnairesSelf-report ScalesSupport Vector ClassificationSupport Vector Machine ClassificationSupport Vector Regression
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.
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Pattern Recognition and Machine Learning
Journal of Electronic Imaging · 2007 · 22.1K citations
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Choice Reviews Online · 1990 · 12.7K citations
Looking at pictures: Affective, facial, visceral, and behavioral reactions
Peter J. Lang, Mark K. Greenwald, Margaret M. Bradley et al. · Psychophysiology · 1993 · 3.2K citations
Emotion recognition in human-computer interaction
Roddy Cowie, Ellen Douglas‐Cowie, Nicolas Tsapatsoulis et al. · IEEE Signal Processing Magazine · 2001 · 2.6K citations · Full text
Computing, Linguistics, Psychology +17
Flow in games (and everything else)
Jenova Chen · Communications of the ACM · 2007 · 999 citations