Towards emotionally adapted games
2004 (English)In: Proceedings of Presence 2004, 2004Conference paper (Refereed)
In this paper, we present a framework for a gaming personalization system to systematically facilitate desired emotional states of individual players of games. Psychological Customization entails personalization of the way of presenting information (user interface, visual layouts, modalities, narrative structures and other factors) per user or user group to create desired transient psychological effects and states, such as emotion, attention, involvement, presence, persuasion and learning. By varying the form of information presented in a game in an emotionally intelligent way it may be possible to achieve such effects. Theory, key concepts, available empiric evidence and an example of an application area in emotional gaming as well as a basic system design are presented.
Place, publisher, year, edition, pages
Computer and Information Science
IdentifiersURN: urn:nbn:se:kth:diva-60687OAI: oai:DiVA.org:kth-60687DiVA: diva2:477723
7th Annual International Workshop on Presence, PRESENCE 2004. Valencia, Spain. 13-14-15 October 2004
QC 201201162012-01-132012-01-132012-01-16Bibliographically approved