Affective Design Patterns in Computer Games. Scrollrunner Case Study
Grzegorz J. Nalepa,Barbara Giżycka,Krzysztof Kutt,Jan K. Argasiński +3 more
- 24 Sep 2017
Vol. 13, pp 345-352
TL;DR: This work identifies a set of game design patterns introduced by Björk and Holopainen that can be considered affective and addresses the problem of the calibration of measurements in order to reflect responses of individual users.
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Abstract: The emotional state of the user is a new dimension in human-computer interaction, that can be used to improve the user experience. This is the domain of affective computing. In our work we focus on the applications of affective techniques in the design of video games. We assume that a change in the affective condition of a player can be detected based on the monitoring of physiological signals following the James-Lange theory of emotions. We propose the use of game design patterns introduced by Björk and Holopainen to build games. We identify a set of patterns that can be considered affective. Then we demonstrate how these patterns can be used in a design of a scroll-runner game. We address the problem of the calibration of measurements in order to reflect responses of individual users. We also provide results of practical experiments to verify our approach.
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Citations
Mobile platform for affective context-aware systems
TL;DR: A data acquisition layer based on wearable devices able to gather physiological data is proposed, and it is integrated with mobile context-aware framework and a method for personalization of emotion detection is formulated.
48
Analysis and use of the emotional context with wearable devices for games and intelligent assistants
TL;DR: This paper considers the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems, and presents the original proposal of a conceptual design framework for games, called the affective game design patterns.
47
Affective patterns in serious games
Jan K. Argasiński,Pawel Wegrzyn +1 more
TL;DR: A novel framework for the creation and evaluation of serious affective games is described, based on merging pertinent design patterns in order to recognize educational claims, educational assessment, best game design practices, as well as models and solutions of affective computing.
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BandReader - A Mobile Application for Data Acquisition from Wearable Devices in Affective Computing Experiments
Krzysztof Kutt,Grzegorz J. Nalepa,Barbara Giżycka,Paweł Jemioło,Marcin Adamczyk +4 more
- 04 Jul 2018
TL;DR: A new software solution for mobile devices that allows for data acquisition from wristbands that reads physiological signals from wristband and supports multiple recent devices and the results indicate that the BandReader is a reliable software forData acquisition in affective computing scenarios.
24
Towards the Development of Sensor Platform for Processing Physiological Data from Wearable Sensors
Krzysztof Kutt,Wojciech Binek,Piotr Misiak,Grzegorz J. Nalepa,Szymon Bobek +4 more
- 03 Jun 2018
TL;DR: Critical comparison of quality of HR and GSR signals leads to the conclusion that future works should focus on the BITalino, possibly combined with the MS Band 2 in some cases.
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