Home > Research > Publications & Outputs > Using Frustration in the Design of Adaptive Vid...

Electronic data

Links

View graph of relations

Using Frustration in the Design of Adaptive Videogames

Research output: Contribution to conference - Without ISBN/ISSN Conference paper

Published
Publication date06/2004
Number of pages5
Pages228-232
<mark>Original language</mark>English
EventACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology - Singapore
Duration: 1/01/1900 → …

Conference

ConferenceACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology
CitySingapore
Period1/01/00 → …

Abstract

In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of users as with the former. Affective videogames, games that respond to the user's emotional state, may hold the key to creating such gameplay mechanics. In this paper we discus how the emotion frustration may be used in the design of adaptive videogames and the ongoing research into its detection and measurement.