Emotional game agents (EGA) present a way to provide real-time verbal feedback to the player in an interesting and engaging way. Recent studies have looked at how various types of feedback and game design elements impact player motivation because of its useful application in serious, educational, and commercial games, but none have examined feedback delivered by EGAs. In this project, we look at self-determination theory, a theory of human motivation, and how it has been used in previous game studies. We then present a game review of existing EGAs, classifying the emotions they embody and the ways they are used. The emotions of happiness (joy) and anger were found to capture the affective expressions that are most commonly expressed through...
Games are important vehicles for learning and behavior change as long as players are motivated to co...
Video games have been known to increase the levels of player’s motivation. This initiated the emerge...
In this paper we report on an affective gaming interface and a user study which evaluates user respo...
UnrestrictedThe gaming industry is diligently working to find ways to emotionally immerse players in...
Non-player characters, or agents, in video games have not advanced at the same pace as computer grap...
AbstractGames are important vehicles for learning and behavior change as long as players are motivat...
Affective gaming has received much attention lately, as the gaming community recognizes the importan...
AbstractGame AI agents today do not reflect the affective aspects of human behavior. In particular, ...
Emotions are thought to be one of the key factors that critically influence human decision-making. E...
Emotions are thought to be a key factor that critically influences human decision-making. Emotion re...
To optimize a player's experience, an emotionally adaptive game continuously adapts its mechanics to...
Our thesis revolves around how intrinsically motivational incentives can be created by using gamepla...
In this paper, we consider emotion as a factor in the decision-making process and actions taken by a...
Video games have been known to increase the levels of player’s motivation. This initiated the emerge...
The 6-11 Framework (Dillon R., On the way to fun: An emotion-based approach to successful game desig...
Games are important vehicles for learning and behavior change as long as players are motivated to co...
Video games have been known to increase the levels of player’s motivation. This initiated the emerge...
In this paper we report on an affective gaming interface and a user study which evaluates user respo...
UnrestrictedThe gaming industry is diligently working to find ways to emotionally immerse players in...
Non-player characters, or agents, in video games have not advanced at the same pace as computer grap...
AbstractGames are important vehicles for learning and behavior change as long as players are motivat...
Affective gaming has received much attention lately, as the gaming community recognizes the importan...
AbstractGame AI agents today do not reflect the affective aspects of human behavior. In particular, ...
Emotions are thought to be one of the key factors that critically influence human decision-making. E...
Emotions are thought to be a key factor that critically influences human decision-making. Emotion re...
To optimize a player's experience, an emotionally adaptive game continuously adapts its mechanics to...
Our thesis revolves around how intrinsically motivational incentives can be created by using gamepla...
In this paper, we consider emotion as a factor in the decision-making process and actions taken by a...
Video games have been known to increase the levels of player’s motivation. This initiated the emerge...
The 6-11 Framework (Dillon R., On the way to fun: An emotion-based approach to successful game desig...
Games are important vehicles for learning and behavior change as long as players are motivated to co...
Video games have been known to increase the levels of player’s motivation. This initiated the emerge...
In this paper we report on an affective gaming interface and a user study which evaluates user respo...