Emotion in Games: Theory and Praxis

Emotion in Games: Theory and Praxis

Springer | Neuroscience | December 2016 | ISBN-10: 3319413147 | 338 Pages | PDF | 5.29 mb

Editors: Karpouzis, Kostas, Yannakakis, Georgios N. (Eds.)
?Explores theory and practice on how to induce, measure and utilise emotion in gaming environments
Elaborates on measuring emotion for richer learning, assessment and entertainment experiences
Includes examples and proposed techniques used to adapt games to player emotion and experience
Demonstrates application-based emotion representation and adaptation: from low-level sensing at home and in the classroom to intrusive devices in medical applications

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.
This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

Number of Pages
XV, 338
Number of Illustrations and Tables
11 b/w illustrations, 32 illustrations in colour
User Interfaces and Human Computer Interaction
Educational Technology
Artificial Intelligence (incl. Robotics)
Computer Appl. in Social and Behavioral Sciences
Computers and Educatio



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