Lecture 15 - Emotions and Games Flashcards

1
Q

Explain the rules and mechanics of games

A

Mechanics describe a particular component of the game, at the level of data representations and algorithms

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2
Q

Explain the system / dynamics

A

Dynamics describes the run-time behavior of the mechanics acting on the players inputs and each others’ outputs over time

Player tactics, working together to make a win all, within the rule set

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3
Q

Explain the presentation / aesthetics

A

Aesthetics describes the emotional responses evoked in the player, when she interacts with the game system

You have games as a social framework, drama, sense-pleasure, make-believe, etc

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4
Q

Understand the players’ emotions is useful, in order to:

A
Generate ideas
Inform design
Facilitate communication
Track progress in development
Enable claim validation
Allow real-time game adaptation
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5
Q

From a scientists point of view, studying player emotions in games is useful, because:

A

games allow for controlled emotion elicitation
games are engaging learning environments
games are laboratories of optimal experience
games allow tracking and analysis of a rich variety of behavior and social interaction data
games naturally attract a large sample
games are relatively forgiving platforms

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6
Q

Emotion is a key factor in both play and work, because:

A

mediates motivation
influences memory and learning
key role in decision making and problem solving
central factor in engagement

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7
Q

A game is … (definition)

A

A rule based formal system
with variable and quantifiable outcomes
where different outcomes are assigned different values
where the player exerts effort in order to influence the outcome
the player feels emotionally attached to the outcome
and the consequences of the activity are optional and negotiable

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8
Q

Name some trends in gaming

A
  1. demographics (more girls, women, adults, and elderly)
  2. mobile and casual games (like wordfeud)
  3. serious games (used for education training, therapy, social change, more …)
  4. more e-sports
  5. new interfaces (more embodied, embedded, immersive, adaptive, …)
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9
Q

adaptive games: the ACE framework

A

A ssistance - optimise interactive learning experiences
C hallenges - create more challenging and fun games
E motions - provoke emotional experiences

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10
Q

What is affective gaming?

A

Affective gaming is concerned with the application of affective computing techniques to the domain of the player.
Affective gaming involves both the evocation of emotions, as well as the detection of player emotion

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11
Q

Advantages of facial expressions

A
cheap sensors
universal
already commercially available
fast
related to valence
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12
Q

Disadvantages of facial expressions

A

privacy sensitive
obstrusive and immobile
strong influence of lighting, facewear, angle, skin color

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13
Q

How can you measure embodied responses?

A

interest = approach, forward leaning posture
negative affect = indicated by collapsed upper body, shifting
tension = higher pressure on interface devices
immersion = synchronous swaying, asynchronous movement
flow = unclear, potentially gaze direction and time on display with lack of outward looking

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14
Q

Advantages of speech

A

Useful for communication
cheap sensor
mostly related to arousal

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15
Q

Disadvantages of speech

A

Often unavailable

privacy sensitive

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16
Q

psychophysiological responses, advantages

A

mobile solutions
unobtrusive
emotion = physiological response
mostly related to arousal

17
Q

psychophysiological responses, disadvantages

A

difficult to interpret
time lag
responsive to many factors

18
Q

Adaptive automation of game tasks and feedback (3):

A

explicit tasks
implicit tasks
player-driven tasks

19
Q

Dynamic difficulty adjustment (3)

A

by means of automatic level generation
by means of modification of artificial intelligence
by means of adjusting level content

20
Q

adaptation of audio-visual effects:

A

enhancing sensory experiences using light, sound practices, etc