Recognizing players’ affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We present different types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings. We run a number of initial experiments to analyse players’ behavior while playing video games as a case study of the possible use of the corpus.peer-reviewe
Digital games provide the most engaging interactive experiences. Researching gameplay experience is ...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
This paper describes a first exploration of human motor behavior that may be associated with player ...
Recognizing players’ affective state while playing video games has been the focus of many recent res...
Estimating affective and cognitive states in conditions of rich human-computer interaction, such as ...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
Player modeling and estimation of player experience have become very active research fields within a...
Recent advances in emotion and affect recognition can play a crucial role in game technology. Moving...
In recent years, research on the psychology of gaming has examined the negative and positive outcom...
A recent trend within computational intelligence and games research is to investigate how to affect ...
In this paper we propose an approach for personalising the space in which a game is played (i.e., le...
This thesis presents the results of three exploratory studies aimed at developing a psychophysiologi...
One promising avenue towards increasing player entertainment for individual game players is to tailo...
Digital games provide the most engaging interactive experiences. Researching gameplay experience is ...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
This paper describes a first exploration of human motor behavior that may be associated with player ...
Recognizing players’ affective state while playing video games has been the focus of many recent res...
Estimating affective and cognitive states in conditions of rich human-computer interaction, such as ...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
Player modeling and estimation of player experience have become very active research fields within a...
Recent advances in emotion and affect recognition can play a crucial role in game technology. Moving...
In recent years, research on the psychology of gaming has examined the negative and positive outcom...
A recent trend within computational intelligence and games research is to investigate how to affect ...
In this paper we propose an approach for personalising the space in which a game is played (i.e., le...
This thesis presents the results of three exploratory studies aimed at developing a psychophysiologi...
One promising avenue towards increasing player entertainment for individual game players is to tailo...
Digital games provide the most engaging interactive experiences. Researching gameplay experience is ...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
This paper describes a first exploration of human motor behavior that may be associated with player ...