Student or educator? Sign up with your school email and get 6 months of Pro free.
Cited by 31

The DOI matches its Crossref record; 8 of the 8 references it cites were found in a registry or an index.

Adaptive virtual reality horror games based on Machine learning and player modeling

de Lima, Edirlei Soares, Silva, Bruno M.C., Galam, Gabriel Teixeira·2022·Entertainment Computing

Overview

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1016/j.entcom.2022.100515

Cites

8 of 8 references verified0 citation errors · 0 not checkable

Statistics

Verification

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Citations

Cites

Show all 8 references

Research works printed but not linked: 57

  1. S. Freud, The Uncanny, in: The Standard Edition of the Complete Psychological Works of Sigmund Freud, Volume XVII (1917-1919): An Infantile Neurosis and Other Works, pp. 217-256, 1919.
  2. F. Pallavicini, P. Cipresso, S. Raspelli, A. Grassi, S. Serino, C. Vigna, S. Triberti, M. Villamira, A. Gaggioli, G. Riva, Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial, BMC Psychiatry 13 (2013) Article 52. https://doi.org/10.1186/1471-244X-13-52. · DOI
  3. A. Gorini, E. Griez, A. Petrova, G. Rivam, Assessment of the emotional responses produced by exposure to real food, virtual food and photographs of food in patients affected by eating disorders, Annals of General Psychiatry 9 (2010), Article 30. https://doi.org/10.1186/1744-859X-9-30. · DOI · Paper page
  4. Villani, 2012, Does interactive media enhance the management of stress?, Suggestions from a controlled study, Cyberpsychology, Behavior, and Social Networking, 15, 24
  5. Lin, 2017, Fear in virtual reality (VR): fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game, Computers in Human Behavior, 72, 350, 10.1016/j.chb.2017.02.057 · DOI
  6. F. Pallavicini, A. Ferrari, A. Pepe, G. Garcea, A. Zanacchi, F. Fabrizia, Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard, In: M. Antona, C. Stephanidis (eds) Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments, Lecture Notes in Computer Science, Vol. 10908, pp. 87-101, 2018. https://doi.org/10.1007/978-3-319-92052-8_8. · DOI
  7. A. Streicher, J. D. Smeddinck, Personalized and Adaptive Serious Games, In: R. Dörner, S. Göbel, M. Kickmeier-Rust, M. Masuch, and K. Zweig (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science, Vol. 9970, pp. 332-377, 2016. https://doi.org/10.1007/978-3-319-46152-6_14. · DOI
  8. E. S. Lima, B. Silva, G. Galam, Towards the design of adaptive virtual reality horror games a model of players’ fears using machine learning and player modeling, Proceedings of the XIX Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2020), IEEE, Recife, Brazil, 2020, pp. 366–372. https://doi.org/10.1109/SBGames51465.2020.00031. · DOI
  9. Bartle, 1996, Hearts, clubs, diamonds, spades: Players who suit muds, Journal of MUD Research, 1
  10. Yee, 2006, Motivations for Play in Online Games, Journal for CyberPsychology and Behavior, 9, 772, 10.1089/cpb.2006.9.772 · DOI · Paper page
  11. Nacke, 2014, BrainHex: A neurobiological gamer typology survey, Entertainment Computing, 5, 55, 10.1016/j.entcom.2013.06.002 · DOI · Paper page
  12. Tuunanen, 2012, Meta-Synthesis of Player Typologies, Proceedings of International Nordic DiGRA 2012 Conference
  13. O. Missura, T. Gärtner, Player modeling for intelligent difficulty adjustment, in: Proceedings of the 12th International Conference on Discovery Science, Porto, Portugal, 2009, pp. 197-211. · DOI
  14. T. Mahlman, A. Drachen, A. Canossa, J. Togelius, G. N. Yannakakis, Predicting Player Behavior in Tomb Raider: Underworld, in: Proceedings of the 2010 IEEE Symposium on Computational Intelligence and Games, Copenhagen, Denmark, 2010, pp. 178-185. · DOI
  15. M. C. Machado, G. L. Pappa, L. Chaimowicz, A Binary Classification Approach for Automatic Preference Modeling of Virtual Agents in Civilization IV, in: Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, Granada, Spain, 2012, pp. 155-162. · doi:10.1109/cig.2012.6374151
  16. P. H. M. Spronck, F. den Teuling, Player modeling in civilization IV, in: Proceedings of the Sixth Artificial Intelligence and Interactive Digital Entertainment Conference, Palo Alto, United States, 2010, pp. 180-185. · DOI
  17. J. Valls-Vargas, S. Ontañón, J. Zhu, Exploring Player Trace Segmentation for Dynamic Play Style Prediction, in: Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Santa Cruz, United States, 2015, pp. 93-99. · doi:10.1609/aiide.v11i1.12782
  18. Lima, 2018, Player Behavior and Personality Modeling for Interactive Storytelling in Games, Entertainment Computing, 28, 32, 10.1016/j.entcom.2018.08.003 · DOI
  19. Goldberg, 1990, An alternative “description of personality”: The Big-Five factor structure, Journal of Personality and Social Psychology, 59, 1216, 10.1037/0022-3514.59.6.1216 · doi:10.1037/0022-3514.59.6.1216 · Paper page
  20. Lima, 2020, Adaptive Storytelling Based on Personality and Preference Modeling, Entertainment Computing, 34
  21. Williams, 2021, Towards a Conceptual Framework of Comprehensive Video Game Player Profiles: Player Models, Mental Models, and Behavior Models, Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 65, 807
  22. R. C. Gray, J. Zhu, D. Arigo, E. Forman, S. Ontañón, Player Modeling via Multi-Armed Bandits, Proceedings of the International Conference on the Foundations of Digital Games (FDG '20), 2020, Article 7. https://doi.org/10.1145/3402942.3402952. · DOI
  23. S. A. Melo, T. C. Kohwalter, E. Clua, A. Paes, L. Murta, Player Behavior Profiling through Provenance Graphs and Representation Learning, in: Proceedings of the International Conference on the Foundations of Digital Games (FDG '20), 2020, Article 62. https://doi.org/10.1145/3402942.3402961. · DOI
  24. J. Pfau, J. D. Smeddinck, R. Malaka, Towards Deep Player Behavior Models in MMORPGs, in: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '18), 2018, pp. 381-392. https://doi.org/10.1145/3242671.3242706. · DOI
  25. D. Hooshyar, M. Yousefi, H. Lim, Data-Driven Approaches to Game Player Modeling: A Systematic Literature Review, ACM Computing Surveys 50 (6) (2018) Article 90. https://doi.org/10.1145/3145814. · DOI
  26. Wagner, 2014, A model for profile management applied to ubiquitous learning environments, Expert Systems with Applications, 41, 2023, 10.1016/j.eswa.2013.08.098 · DOI
  27. Dalmina, 2019, A systematic mapping study of gamification models oriented to motivational characteristics, Behaviour & Information Technology, 38, 1167, 10.1080/0144929X.2019.1576768 · DOI
  28. Andrade, 2007, On the consumption of negative feelings, Journal of Consumer Research, 34, 283, 10.1086/519498 · DOI · Paper page
  29. B. Perron, The Survival Horror: the extended Body Genre, in E. Perron (Ed.), Horror Video Games: Essays on the Fusion of Fear and Play, McFarland & Company Inc, pp. 121-143, 2009.
  30. T. C. Demarque, E. S. Lima, Auditory Hallucination: Audiological Perspective for Horror Games, in: Proceedings of the XII Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2013), São Paulo, Brazil, 2013, pp. 19-26.
  31. Öhman, 2001, Fears, phobias, and preparedness: Toward an evolved module of fear and fear learning, Psychological Review, 108, 483, 10.1037/0033-295X.108.3.483 · DOI · Paper page
  32. Marks, 1994, Fear and fitness: An evolutionary analyses of anxiety disorders, Ethology and Sociobiology, 15, 247, 10.1016/0162-3095(94)90002-7 · DOI · Paper page
  33. Coelho, 2009, The origins of specific phobias: Influential theories and current perspectives, Review of General Psychology, 31, 335, 10.1037/a0017759 · DOI
  34. Valentine, 1991, The Innate Bases of Fear, The Journal of Genetic Psychology, 152, 501, 10.1080/00221325.1991.9914710 · DOI
  35. Lynch, 2015, Nothing to Fear?, An Analysis of College Students’ Fear Experiences With Video Games, Journal of Broadcasting & Electronic Media, 59, 298
  36. Cantor, 1984, Children’s fear responses to mass media: testing some Piagetian predictions, Journal of Communication, 34, 90, 10.1111/j.1460-2466.1984.tb02162.x · DOI
  37. Harris, 2000, Young men’s and women’s different autobiographical memories of the experience of seeing frightening movies on a date, Media Psychology, 2, 245, 10.1207/S1532785XMEP0203_3 · DOI
  38. G. N. Martin, (Why) Do You Like Scary Movies? A Review of the Empirical Research on Psychological Responses to Horror Films, Frontiers in Psychology 10 (2019) Article 2298. https://doi.org/10.3389/fpsyg.2019.02298. · DOI
  39. S. Freytag, C. Wienrich, Evaluation of a virtual gaming environment designed to access emotional reactions while playing, in: Proceedings of the 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, 2017, pp. 145-148. https://doi.org/10.1109/VS-GAMES.2017.8056585. · DOI
  40. M. Ambinder, Valve's approach to playtesting, Game Developers Conference 2009 (GDC2009), 2009. [online]. Available at: http://www.valvesoftware.com/publications/2009/GDC2009_ValvesApproachToPlaytesting.pdf.
  41. Ambinder, 2011, Biofeedback in gameplay: how Valve measures physiology to enhance gaming experience, Game Developers Conference, GDC2011
  42. Vachiratamporn, 2015, An analysis of player affect transitions in survival horror games, Journal on Multimodal User Interfaces, 9, 43, 10.1007/s12193-014-0153-4 · DOI
  43. S. Otsuka, K. Kurosaki, M. Ogawa, Physiological measurements on a gaming virtual reality headset using photoplethysmography: A preliminary attempt at incorporating physiological measurement with gaming, in: Proceedings of TENCON 2017, Penang, 2017, pp. 1251-1256. https://doi.org/10.1109/TENCON.2017.8228049. · DOI
  44. Nogueira, 2016, Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game, Journal of Multimodal User, Interfaces, 10, 31
  45. M. Inazawa, H. Xianyin, Y. Ban, Biofeedback Interactive VR System Using Biological Information Measurement HMD, in: Proceedings of SIGGRAPH Asia 2019 Emerging Technologies, pp. 5-6, 2019. https://doi.org/10.1145/3355049.3360523. · doi:10.1145/3355049.3360523
  46. Ekman, 1971, Constants across cultures in the face and emotion, Journal of Personality and Social Psychology, 17, 124, 10.1037/h0030377 · DOI · Paper page
  47. Egger, 2019, Emotion Recognition from Physiological Signal Analysis: A Review, Electronic Notes in Theoretical Computer Science, 343, 35, 10.1016/j.entcs.2019.04.009 · DOI · Paper page
  48. Swain, 2018, Databases, features and classifiers for speech emotion recognition: a review, International Journal of Speech Technology, 21, 93, 10.1007/s10772-018-9491-z · DOI · Paper page
  49. B. C. Ko, A Brief Review of Facial Emotion Recognition Based on Visual Information, Sensors 18 (2) (2018) Article 401. https://doi.org/10.3390/s18020401. · DOI · Paper page
  50. Perron, 2018, The World of Scary Video Games: A Study in Videoludic Horror, Bloomsbury Academic
  51. Mitchell, 1997, Machine Learning. McGraw–Hill Science/Engineering/Math
  52. D. Charles, M. McNeill, M. McAlister, M. Black, A. Moore, K. Stringer, J. K, A. Kerr, Player-Centred Game Design: Player Modelling and Adaptive Digital Games, in: Proceedings of DiGRA 2005 Conference, Vancouver, 2005, pp. 285-298.
  53. E. S. Lima, B. Feijó, A. L. Furtado, Procedural Generation of Quests for Games Using Genetic Algorithms and Automated Planning, in: Proceedings of the XVIII Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2019), Rio de Janeiro, Brazil, 2019, pp. 495-504. https://doi.org/10.1109/SBGames.2019.00028. · DOI
  54. P. Arnold, R. A. Khot, F. F. Mueller, You Better Eat to Survive: Exploring Cooperative Eating in Virtual Reality Games, in: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction (TEI 2018), 2018, pp. 398-408. https://doi.org/10.1145/3173225.3173238. · DOI
  55. Andersen, 2020, Playing With Fear: A Field Study in Recreational Horror, Psychological Science, 31, 1497, 10.1177/0956797620972116 · DOI
  56. E.S., Lima, B., Feijó, A.L., Furtado, V.M., Gottin. Personality and preference modeling for adaptive storytelling, in: Proceedings of the XVII Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2018), Foz do Iguaçu, Brazil, 2018, IEEE, pp. 538-547. https://doi.org/10.1109/SBGAMES.2018.00030. · DOI
  57. E.S., Lima, B., Feijó, A.L., Furtado, Player behavior modeling for interactive storytelling in games, in: Proceedings of the XV Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2016), São Paulo, Brazil, 2016, pp. 1-10.

Metadata

Authors
de Lima, E. S., Silva, B. M. C., & Galam, G. T.
Venue
Entertainment Computing
Publisher
Elsevier BV
Published
2022-08
Volume
43
Pages
100515
ISSN
1875-9521
Cited by
31
References
8
Language
en
Licence
Funders
  • Ministério da Ciência, Tecnologia e Ensino Superior
  • FCT (UIDB/50008/2020)

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review

How to cite

Cite CoChat for the checks on this page, and the paper for its own findings.

This page
CoChat. (2026). Citation check: Adaptive virtual reality horror games based on Machine learning and player modeling. https://app.cochat.ai/papers/10.1016/j.entcom.2022.100515
The paper
de Lima, E. S., Silva, B. M. C., & Galam, G. T. (2022). Adaptive virtual reality horror games based on Machine learning and player modeling. Entertainment Computing. https://doi.org/10.1016/j.entcom.2022.100515

Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.