Using Frustration in the Design of Adaptive Videogames

 

Kiel M Gilleade

www.comp.lancs.ac.uk/computing/users/gilleade/

Alan Dix

www.hcibook.com/alan/

Paper presented at ACE 2004, Singapore, 3-5 June, 2004.


Full reference:
K. Gilleade and A. Dix (2004). Using Frustration in the Design of Adaptive Videogames. Proceedings of ACE 2004, Advances in Computer Entertainment Technology, ACM Press. pp. 228-232
http://www.hcibook.com/alan/papers/
ACE2004-frustration/
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abstract

In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of users as with the former. Affective videogames, games that respond to the userís emotional state, may hold the key to creating such gameplay mechanics. In this paper we discus how the emotion frustration may be used in the design of adaptive videogames and the ongoing research into its detection and measurement.

Keywords: Adaptable, adaptive, affective computing, emotion, frustration, videogames.


Alan Dix 6/6/2004