The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Open accessAbstract
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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Picard, R. W. (1997) · MIT Press · doi:10.7551/mitpress/1140.001.0001 · Cited by 7,382
Looking at pictures: Affective, facial, visceral, and behavioral reactions
LANG, P. J., GREENWALD, M. K., BRADLEY, M. M., & HAMM, A. O. (1993) · Psychophysiology · doi:10.1111/j.1469-8986.1993.tb03352.x · Cited by 3,190
Cited by
Experience-Driven Procedural Content Generation
Yannakakis, G. N., & Togelius, J. (2011) · IEEE Transactions on Affective Computing · doi:10.1109/t-affc.2011.6 · Cited by 470
Short-term emotion assessment in a recall paradigm
Chanel, G., Kierkels, J. J. M., Soleymani, M., & Pun, T. (2009) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2009.03.005 · Cited by 367
Self-citationDynamic difficulty using brain metrics of workload
Afergan, D., Peck, E. M., Solovey, E. T., Jenkins, A., Hincks, S. W., Brown, E. T., Chang, R., & Jacob, R. J. K. (2014) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2557230 · Cited by 148
(2015) · doi:10.5555/2818754.2818838 · Cited by 111
Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation
Fairclough, S. H., Gilleade, K., Ewing, K. C., & Roberts, J. (2013) · International Journal of Autonomous and Adaptive Communications Systems · doi:10.1504/ijaacs.2013.050694 · Cited by 60
Metadata
- Authors
- Chanel, G., Rebetez, C., Bétrancourt, M., & Pun, T.
- Venue
- Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
- Publisher
- ACM
- Published
- 2008-10-07
- Pages
- 13-17
- OpenAlex
- W2013935366
- Cited by
- 229
- References
- 2
- FWCI
- 19.38
- Type
- conference paper
- Language
- en
- Open access
- green
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- Chanel, G., Rebetez, C., Bétrancourt, M., & Pun, T. (2008). Boredom, engagement and anxiety as indicators for adaptation to difficulty in games. Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era. https://doi.org/10.1145/1457199.1457203
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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