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Emotion in Games
(Englisch)
Theory and Praxis
Karpouzis, Kostas & Yannakakis, Georgios N.

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Emotion in Games

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  • Springer Basel AG
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  • 448756959

Produktbeschreibung

Explores theory and practice on how to induce, measure and utilise emotion in gaming environments

Elaborates on measuring emotion for richer learning, assessment and entertainment experiences

Includes examples and proposed techniques used to adapt games to player emotion and experience

Demonstrates application-based emotion representation and adaptation: from low-level sensing at home and in the classroom to intrusive devices in medical applications


Explores theory and practice on how to induce, measure and utilise emotion in gaming environments

Elaborates on measuring emotion for richer learning, assessment and entertainment experiences

Includes examples and proposed techniques used to adapt games to player emotion and experience

Demonstrates application-based emotion representation and adaptation: from low-level sensing at home and in the classroom to intrusive devices in medical applications

Includes supplementary material: sn.pub/extras


The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.

This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

 



Foreword

Preface

Part I Theory

1.       The Aesthetic Motives of Play

2.       Affect Channel Model of Evaluation in the context of digital games

3.       Affective Involvement in Digital Games

PART II - Emotion Modelling and Affect-Driven Adaptation

4.       Multimodal sensing in affective gaming

5.       Emotion Modelling via Speech Content and Prosody – in Computer Games and Elsewhere

6.       Comparing two commercial brain computer interfaces for serious games and virtual environments

7.       Psychophysiology in Games

8.       Emotion and Attitude Modeling for Non-player Characters

9.       Emotion-driven Level Generation

10.   Emotion-Driven Narrative Generation

11.   Game Cinematography: from Camera Control to Player Emotions

12.   From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games

13.   Emotional Appraisal Engines for Games

Part III Applications

14.   Emotion and Body-based Games: Overview and Opportunities

15.   Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD

16.   Understanding and Designing for Conflict Learning Through Games

17.   Games robots play: once more, with feeling

18.   Lovotics: Love and Sex with Robots

Index


The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.

This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence.

 




The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.

This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

 


Foreword.- Preface.- Part I Theory.- The Aesthetic Motives of Play.- Affect Channel Model of Evaluation in the context of digital games.- Affective Involvement in Digital Games.- PART II - Emotion Modelling and Affect-Driven Adaptation.- Multimodal sensing in affective gaming.- Emotion Modelling via Speech Content and Prosody - in Computer Games and Elsewhere.- Comparing two commercial brain computer interfaces for serious games and virtual environments.- Psychophysiology in Games.- Emotion and Attitude Modeling for Non-player Characters.- Emotion-driven Level Generation.- Emotion-Driven Narrative Generation.- Game Cinematography: from Camera Control to Player Emotions.- From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games.- Emotional Appraisal Engines for Games.- Part III Applications.- Emotion and Body-based Games: Overview and Opportunities.- Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD.- Understanding and Designing for Conflict Learning Through Games.- Games robots play: once more, with feeling.- Lovotics: Love and Sex with Robots.-  Index.



Inhaltsverzeichnis



Foreword

Preface

Part I Theory

1.       The Aesthetic Motives of Play

2.       Affect Channel Model of Evaluation in the context of digital games

3.       Affective Involvement in Digital Games

PART II - Emotion Modelling and Affect-Driven Adaptation

4.       Multimodal sensing in affective gaming

5.       Emotion Modelling via Speech Content and Prosody - in Computer Games and Elsewhere

6.       Comparing two commercial brain computer interfaces for serious games and virtual environments

7.       Psychophysiology in Games

8.       Emotion and Attitude Modeling for Non-player Characters

9.       Emotion-driven Level Generation

10.   Emotion-Driven Narrative Generation

11.   Game Cinematography: from Camera Control to Player Emotions

12.   From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games

13.   Emotional Appraisal Engines for Games

Part III Applications

14.   Emotion and Body-based Games: Overview and Opportunities

15.   Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD

16.   Understanding and Designing for Conflict Learning Through Games

17.   Games robots play: once more, with feeling

18.   Lovotics: Love and Sex with Robots

Index


Klappentext

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.
This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.




Explores theory and practice on how to induce, measure and utilise emotion in gaming environments

rn

Elaborates on measuring emotion for richer learning, assessment and entertainment experiences

rn

Includes examples and proposed techniques used to adapt games to player emotion and experience

rn

Demonstrates application-based emotion representation and adaptation: from low-level sensing at home and in the classroom to intrusive devices in medical applications

rn

Includes supplementary material: sn.pub/extras

rn



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