Affective Videogames and Modes of Affective Gaming:
Assist Me, Challenge Me, Emote Me

Kiel Gilleade
Lancaster University, UK.
< Kiel on the web >

  

Alan Dix
Lancaster University, UK
< Alan on the web >

  

Jen Allanson
Allanson Consulting, UK

Paper at DIGRA'2005, 16-20 June 2005, Vancouver, Canada.

See this paper in online proceedings


Abstract

In this paper we describe the fundamentals of affective gaming from a physiological standpoint, covering some of the origins of the genre, how affective videogames operate, current conceptual and technological capabilities. We ground this overview of the ongoing research by taking an in-depth look at one of our early biofeedback-based affective games. Based on our analysis of existing videogames and our own experience with affective videogames, we propose a new approach to game design based on several high-level design heuristics: assist me, challenge me and emote me (ACE), a series of gameplay "tweaks" made possible through affective videogames.

Keywords: Affective Videogames, Affective Feedback, Biofeedback, Physiology

Full reference:
K. Gilleade, A. Dix and J. Allanson (2005). Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me Proceedings of DIGRA'2005.
http://www.hcibook.com/alan/papers/
DIGRA2005/
more:
Using Frustration in the Design of Adaptive Videogames, paper at ACE 2004.
Kiel's Liquid Toolkit for prototyping bio-sensor applications and Intelligent Gaming System for affective videogames


References

  1. AffQuake. was at http://affect.media.mit.edu/AC_listings.html, Feb 2004. (now moved to http://affect.media.mit.edu/projects.php?id=180)
  2. Allanson, J., Fairclough, S. A Research Agenda for Physiological Computing. Interacting with Computers. Special Issue on Physiological Computing. October 2004, Vol. 16 Issue 5 pp. 857-878.
  3. Bersak, D., McDarby, G., Augenblick, N., McDarby, P., McDonnell, D., McDonal, B., Karkun, R. Biofeedback using an Immersive Competitive Environment. Online Proceedings for the Designing Ubiquitous Computing Games Workshop, Ubicomp 2001.
  4. eMotion Lab. http://www.gcal.ac.uk/cms/emotionlab/, Jan 2005.
  5. Fernandez, R. Stochastic Modeling of Physiological Signals with Hidden Markov Models: A Step Toward Frustration Detection in Human Computer Interfaces. MIT Thesis for the degree of M.S in EECS, September 1997.
  6. Gilleade, K., Allanson, J. A Toolkit for Exploring Affective Interface Adaptation in Videogames. Proceeding of HCI International 2003, Vol. 2. LEA, New Jersey (2003), pp 370-374.
  7. Gilleade, K., Dix, A. Using Frustration in the Design of Adaptive Videogames. Proceedings of ACE 2004, Advances in Computer Entertainment Technology, ACM Press (2004), pp 228-232.
  8. Murray, J. Hamlet on the Holodeck. MIT Press (1997).
  9. Picard, R. Affective Computing. MIT Press (1997).
  10. Pope, A. T., Bogart, E. H., & Bartolome, D. S. 1995. Biocybernetic system evaluates indices of operator engagement in automated task. Biological Psychology, 40, pp 187-195.
  11. Sakurazawa, S., Yoshida, N., Munekata, N. Entertainment Feature of a Game Using Skin Conductance Response. Proceedings of ACE 2004, Advances in Computer Entertainment Technology, ACM Press (2004), pp 181-186.
  12. Schwartz, M. Biofeedback: A Practitioner's Guide. Guilford Press (2003).
  13. Sykes, J., Brown, S. Affective Gaming: Measuring Emotion Through the Gamepad. Proceeding of CHI 2003. ACM Press, New York (2003), pp 732-733.14.
  14. Unger, S. Habituation of the vasoconstrictive orientating reaction. Journal of Experimental Psychology, vol. 67, pp 11-18. 



http://www.hcibook.com/alan/papers/DIGRA2005/

Alan Dix 16/4/2005