Abstract
Serious games are steadily becoming a powerful tool for educational purposes as their challenging characteristics are suggested to make them particularly appealing to learn with. This challenging nature, however, comes at a price, namely, the need to maintain the optimal balance according to players’ emotional experiences. By focusing on players’ emotions as main player characteristic considered to be important for learning processes and performance, this chapter surveys empirical research and current game development that contributes to an emotion-adaptive framework for games. The goal of this chapter is to clarify the importance of continuously adjusting game characteristics to players’ emotional states. As the interaction between game characteristics and players’ emotions highlights the need for continuously assessing at what point gameplay becomes more or less positively or negatively affected, methods for emotion recognition are presented. A summary of adaptable game design elements as well as implementation methods for adaptivity are provided.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Andersen, E.: Optimizing adaptivity in educational games. In: Proceedings of the International Conference on the Foundations of Digital Games, pp. 279–281. ACM (2012)
Andersen, E., Gulwani, S., Popovic, Z.: A trace-based framework for analyzing and synthesizing educational progressions. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 773–782. ACM (2013)
Anolli, L., Mantovani, F., Confalonieri, L., Ascolese, A., Peveri, L.: Emotions in serious games: from experience to assessment. iJET 5 (SI3), 7–16 (2010)
Åström, K.J., Wittenmark, B.: Adaptive Control. Addison-Wesley, Reading (1995)
Azevedo, R., Witherspoon, A., Chauncey, A., Burkett, C., Fike, A.: MetaTutor: a MetaCognitive tool for enhancing self-regulated learning. In: 2009 AAAI Fall Symposium Series (2009)
Banavar, G., Bernstein, A.: Software infrastructure and design challenges for ubiquitous computing applications. Commun. ACM 45 (12), 92–96 (2002)
Barab, S., Arici, A., Jackson, C.: Eat your vegetables and do your homework: a design-based investigation of enjoyment and meaning in learning. Educ. Technol. 65, 15–21 (2005)
Becker, K., Parker, J.R.: The Guide to Computer Simulations and Games. John Wiley & Sons, Indianapolis (2011)
Bendel, O., Hauske, S.: E-Learning: Das Wörterbuch (in German). Sauerländer Verlage, Oberentfelden, (in German) (2004)
Bianchi-Berthouze, N.: Understanding the role of body movement in player engagement. Hum. Comput. Interact. 28, 40–75 (2013)
Bianchi-Berthouze, N., Cairns, P., Cox, A., Jennett, C., Kim, W.W.: On posture as a modality for expressing and recognizing emotions. In: Emotion and HCI Workshop at BCS HCI London (2006)
Breuer, J.S., Bente, G.: Why so serious? On the relation of serious games and learning. Eludamos J. Comput. Game Cult. 4 (1), 7–24 (2010)
Brich, J., Rogers, K., Frommel, J., Weidhaas, M., Brückner, A., Mirabile, S., Dorn, T., Riemer, V., Schrader, C., Weber, M.: LiverDefense: using a tower defense game as a customisable research tool. In: 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–8 (2015)
Bruni, R., Corradini, A., Gadducci, F., Lafuente, A.L. Vandin, A.: A conceptual framework for adaptation. In: de Lara, J., Zisman, A. (eds.) Fundamental Approaches to Software Engineering, pp. 240–254. Springer, Berlin (2012)
Brusilovsky, P., Millán, E.: User models for adaptive hypermedia and adaptive educational systems. In: Brusilovsky, P., Kobsa, A., Nejdl, W. (eds.) The Adaptive Web, pp. 3–53. Springer, Berlin (2007)
Byun, J., Loh, C.S.: Audial engagement: effects of game sound on learner engagement in digital game-based learning environments. Comput. Hum. Behav. 46, 129–138 (2015)
Cacioppo, J.T., Berntson, G.G., Larsen, J.T., Poehlmann, K.M., Ito, T.A.: The psychophysiology of emotion. In: Lewis, R., Haviland-Jones, J.M. (eds.) The Handbook of Emotion, pp. 173–191. Guilford Press, New York (2000)
Campos, M.S.F, de Oliveira, K.S., Brawerman-Albini, A.: The use of video games in the teaching-learning process of English as a foreign language. In: International Conference on Interactive Computer Aided Blended Learning, pp. 218–223 (2013)
Chanel, G., Rebetez, C., Bétrancourt, M., Pun, T.: Emotion assessment from physiological signals for adaptation of game difficulty. IEEE Trans. Syst. Man Cybern. Part A Syst. Hum. 41, 1052–1063 (2011)
Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59 (2), 661–686 (2012)
Corno, L., Snow, R.E.: Adapting teaching to individual differences among learners. In: Wittrock, M.C. Association, A.E.R. (eds.) Handbook of Research on Teaching, pp. 605–629. American Educational Research Association, Washington, DC (1986)
Cowie, R., Douglas-Cowie, E., Tsapatsoulis, N., Votsis, G., Kollias, S., Fellenz, W., Taylor, J.G. Emotion recognition in human-computer interaction. Signal Process. Mag. IEEE 18 (1), 32–80 (2001)
Cronbach, L.J.: The two disciplines of scientific psychology. Am. Psychol. 12, 671 (1957)
Cronbach, L.J., Snow, R.E.: Aptitudes and Instructional Methods: A Handbook for Research on Interactions. Irvington, New York (1977)
Dewey, J.: The child and the curriculum. In: Archambault, R.D. (ed.) John Dewey on Education: Selected Writings, pp. 339–358. Modern Library, New York (1902/1964)
D’Mello, S., Graesser, A.: AutoTutor and affective AutoTutor: learning by talking with cognitively and emotionally intelligent computers that talk back. ACM Trans. Interact. Intell. Syst. (TiiS) 2, 1–39 (2012)
Dormans, J.: Adventures in level design: generating missions and spaces for action adventure games. In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, p. 1. ACM (2010)
Dormans, J.: Level design as model transformation: a strategy for automated content generation. In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, p. 2. ACM (2011)
Drachen, A., Nacke, L.E., Yannakakis, G., Pedersen, A.L.: Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. In: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, pp. 49–54. ACM, New York (2010)
Efklides, A., Volet, S.: Emotional experiences during learning: multiple, situated and dynamic. Learn. Instr. 15, 377–380 (2005)
Ekman, P., Levenson, R.W., Friesen, W.V.: Autonomic nervous system activity distinguishes among emotions. Science 221, 1208–1210 (1983)
de Freitas, S.: Learning in Immersive Worlds: A Review of Game-Based Learning. Joint Information Systems Committee, London (2006)
Frijda, N.H.: The laws of emotion. Am. Psycholo. 43 (5), 349 (1988)
Frommel, J., Rogers, K., Brich, J., Besserer, D., Bradatsch, L., Ortinau, I., Schabenberger, R., Riemer, V., Schrader, C., Weber, M.: Integrated questionnaires: Maintaining presence in game environments for self-reported data acquisition. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pp. 359–368. ACM (2015)
Gasselseder, H.P.: Dynamic music and immersion in the action-adventure an empirical investigation. In: Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound, p. 28. ACM (2014a)
Gasselseder, H.P.: Those who played were listening to the music? Immersion and dynamic music in the ludonarrative. In: 4th International Workshop on Cognitive Information Processing (CIP) 2014, pp. 1–8. IEEE (2014b)
Gilleade, K.M., Dix, A.: Using Frustration in the Design of Adaptive Videogames, pp. 228–232. ACM, New York (2004)
Hainey, T., Westera, W., Connolly, T.M., Boyle, L., Baxter, G., Beeby, R.B., Soflano M.: Students’ attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands. Comput. Edu. 69, 474–484 (2013)
Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016)
Harley, J.M., Bouchet, F., Azevedo, R.: Aligning and comparing data on emotions experienced during learning with MetaTutor. In: Artificial Intelligence in Education, pp. 61–70. Springer, Berlin (2013)
Hartley, T., Mehdi Q.: Online action adaptation in interactive computer games. Comput. Entertain. (CIE) 7 (2):28 (2009)
Hastings, E.J., Guha, R.K., Stanley, K.O.: Evolving content in the galactic arms race video game. In: Computational Intelligence and Games, CIG 2009, IEEE (2009)
Hazlett, R.L.: Measuring emotional valence during interactive experiences: boys at video game play. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1023–1026. ACM, New York (2006)
Johnson, D., Nacke, L.E., Wyeth, P.: All about that base: differing player experiences in video game genres and the unique case of moba games. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 2265–2274, ACM (2015)
Kaukoranta, T., Smed, J., Hakonen, H.: Understanding pattern recognition methods. In: Rabin, S. (ed.) AI Game Programming Wisdom 2, pp. 579–589. Charles River Media, Hingham (2003)
Kazmi, S., Palmer, I.J.: Action recognition for support of adaptive gameplay: A case study of a first person shooter. Int. J. Comput. Games Tech. 2010, 1 (2010)
Khatchadourian, R.: World without end – creating a full-scale digital cosmos. [Online] The New Yorker (2015). http://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian. Last Accessed 3 Aug 2016
Kleinsmith, A., Bianchi-Berthouze, N.: Affective body expression perception and recognition: a survey. IEEE Trans. Affect Comput. 4 (1), 15–33 (2013)
Kleinsmith, A., Bianchi-Berthouze, N., Steed, A.: Automatic recognition of non-acted affective postures. IEEE Trans. Syst. Man Cybern. Part B Cybern. 41, 1027–1038 (2011)
Klimmt, C., Hartmann, T., Frey, A.: Effectance and control as determinants of video game enjoyment. Cyberpsychol. Behav. 10, 845–848 (2007)
Koelsch, S.: Towards a neural basis of music-evoked emotions. Trends Cognit. Sci. 14 (3), 131–137 (2010)
Kort, B., Reilly, R., Picard, R.W.: An affective model of interplay between emotions and learning: reengineering educational pedagogy-building a learning companion. In: Proceedings of the IEEE International Conference on Advanced Learning Technologies, pp. 43–46 (2001)
Lang, P.J., Greenwald, M.K., Bradley, M.M., Hamm, A.O.: Looking at pictures: affective, facial, visceral, and behavioral reactions. Psychophysiology 30, 261–273 (1993)
van Lankveld, G., Spronck, P., van den Herik, H.J., Rauterberg, M.: Incongruity-based adaptive game balancing. In: van den Herik, H.J., Spronck, P. (eds.) 12th International Conference on Advances in Computer Games (ACG 2009), 11–13 May 2009. Revised Papers, pp. 208–220. Springer, Berlin (2010)
Larsen, J.T., Berntson, G.G., Poehlmann, K.M., Ito, T.A., Cacioppo, J.T. The psychophysiology of emotion. In: Lewis, M., Haviland-Jones, J.M., Feldman Barrett, L. (eds.) The Handbook of Emotions, 3rd edn., pp. 180–195. Guilford Press, New York (2010)
Lee, J., Park, O.: Adaptive instructional systems. In: Spector, J.M., Merril, M.D., van Merrienboer, J.J.G, Driscoll, M. (eds.) Handbook of Research on Educational Communications and Technology, 3rd edn. Taylor & Francis, New York, p. 469–484 (2008)
Levy, H.M. Meeting the needs of all students through differentiated instruction: helping every child reach and exceed standards. Clearing House J. Educ Strateg Issues and Ideas 81 (4), 161–164 (2008)
Linnenbrink, E.A.: Emotion research in education: theoretical and methodological perspectives on the integration of affect, motivation, and cognition. Edu. Psychol. Rev. 18, 307–314 (2006)
Lopes, R., Bidarra, R.: Adaptivity challenges in games and simulations: a survey. IEEE Trans. Comput. Intell. AI Games 3, 85–99 (2011a)
Lopes, R., Bidarra, R.: A semantic generation framework for enabling adaptive game worlds. In: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE’11), pp. 6:1–6:8. ACM, New York (2011b). doi: 10.1145/2071423.2071431. http://doi.acm.org/10.1145/2071423.2071431
Magerko, B., Heeter, C., Fitzgerald, J., Medler, B.: Intelligent adaptation of digital game-based learning. In: Proceedings of the 2008 Conference on Future Play: Research, Play, Share, pp. 200–203. ACM, New York (2008)
Malone, T.W.: Toward a theory of intrinsically motivating instruction. Cogn. Sci. 5 (4), 333–369 (1981)
Malone, T.W., Lepper, M.R. Making learning fun: a taxonomy of intrinsic motivations for learning. Aptit. learn. instr. 3 (1987), 223–253 (1987)
Mandryk, R.L., Inkpen, K.M., Calvert, T.W.: Using psychophysiological techniques to measure user experience with entertainment technologies. Behav. Inf. Tech. 25, 141–158 (2006)
Manslow, J.: Learning and adaptation. In: Rabin S (ed) AI Game Programming Wisdom, pp. 557–566. Charles River Media, Hingham (2002)
Mateas, M., Stern, A.: Façade: an experiment in building a fully-realized interactive drama. In: Game Developers Conference, vol. 2 (2003)
Mauss, I.B., Robinson, M.D.: Measures of emotion: a review. Cognit. Emot. 23 (2), 209–237 (2009)
McMahan, T., Parberry, I., Parsons, T.D.: Modality specific assessment of video game player’s experience using the Emotiv. Entertain. Comput. 7, 1–6 (2015)
Meinhardt, J., Pekrun, R.: Attentional resource allocation to emotional events: an ERP study. Cognit. Emot. 17, 477–500 (2003)
Mountain, G.: Psychology profiling in Silent Hill: Shattered Memories. In: Video Presented at the Paris Game/AI Conference (2010)
Müller, P., Wonka, P., Haegler, S., Ulmer, A., Van Gool, L.: Procedural modeling of buildings. ACM Trans. Graph. (TOG) 25 (3), 614–623 (2006)
National Association of State Boards of Education (2001) Report of the NASBE Study Group on e-learning: the future of education. Technical report, University of Virginia
Nelson, M.J., Mateas, M.: Towards automated game design. In: AI* IA 2007: Artificial Intelligence and Human-Oriented Computing, pp. 626–637. Springer (2007)
Nguyen, L., Do, P.: Learner model in adaptive learning. In: Proceedings of World Academy of Science, Engineering and Technology, vol. 45, pp. 395–400 (2008)
Novak, K., Nackerud, R.: Choosing a Serious Game for the Classroom: an Adoption Model for Educators, pp. 291–308. Springer, London (2011). doi: 10.1007/978-1-4471-2161-9_15. http://dx.doi.org/10.1007/978-1-4471-2161-9_15
Orji, R., Vassileva, J., Mandryk, R.L.: Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Model. User-Adap. Inter. 24, 453–498 (2014)
Pagulayan, R.J., Keeker, K., Wixon, D., Romero, R.L., Fuller, T.: User-centered design in games. CRC Press, Boca Raton (2002)
Parkin, S.: No man’s sky: the game where you can explore 18 quintillion planets. [Online] theguardian (2015). https://www.theguardian.com/technology/2015/jul/12/no-mans-sky-18-quintillion-planets-hello-games. Last Accessed 3 Aug 2016
Pedersen, C., Togelius, J., Yannakakis, G.N.: Modeling player experience for content creation. IEEE Trans. Comput. Intell. AI Games 2 (1), 54–67 (2010)
Picard, R.W.: Affective computing, vol. 252. MIT Press, Cambridge (1997)
Plass, J.L., Heidig, S., Hayward, E.O., Homer, B.D., Um, E.: Emotional design in multimedia learning: effects of shape and color on affect and learning. Learn. Instr. 29, 128–140 (2014)
Pozderac-Chenevey, S.: A direct link to the past: nostalgia and semiotics in video game music. CeReNeM J. 2 (2), 1–26 (2014)
Raibulet, C.: Facets of adaptivity. In: Morrison, R., Balasubramaniam, D., Falkner, K. (eds.) Software Architecture, pp. 342–345. Springer, Berlin (2008)
Raibulet, C., Masciadri, L.: Evaluation of dynamic adaptivity through metrics: an achievable target? In: Joint Working IEEE/IFIP Conference on Software Architecture & European Conference on Software Architecture (WICSA/ECSA 2009), pp. 341–344. IEEE (2009)
Ravaja, N., Saari, T., Laarni, J., Kallinen, K., Salminen, M., Holopainen, J., Järvinen, A.: The Psychophysiology of video gaming: phasic emotional responses to game events. In: Proceedings of DiGRA 2005 Conference: Changing Views Worlds in Play (2005)
Ravaja, N., Saari, T., Salminen, M., Laarni, J., Kallinen, K.: Phasic emotional reactions to video game events: a psychophysiological investigation. Media Psychol. 8, 343–367 (2006)
Ravaja, N., Turpeinen, M., Saari, T., Puttonen, S., Keltikangas-Järvinen, L.: The psychophysiology of James Bond: phasic emotional responses to violent video game events. Emotion 8 (1), 114 (2008)
Ricci, K.E., Salas, E., Cannon-Bowers, J.A.: Do computer-based games facilitate knowledge acquisition and retention? Mil. Psychol. 8, 295–307 (1996)
Risi, S., Togelius, J.: Neuroevolution in games: state of the art and open challenges. IEEE Trans. Comput. Intell. AI Games. IEEE (2014)
Roberts, D.L., Isbell, C.L.: A survey and qualitative analysis of recent advances in drama management. Int. Trans. Syst. Sci. Appl. Spec Issue Agent Based Syst. Hum. Learn. 4 (2), 61–75 (2008)
Rodrigo, M., Baker, R.: Comparing learners’ affect while using an intelligent tutor and an educational game. Res. Pract. Tech. Enhanc. Learn. 6, 43–66 (2011)
Russell, J.A.: A circumplex model of affect. J. Personal. Soc. Psychol. 39, 1161–1178 (1980)
Russoniello, C.V., O’Brien, K., Parks, J.M.: The effectiveness of casual video games in improving mood and decreasing stress. J. Cyber Ther. Rehabil. 2, 53–66 (2009)
Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55 (1), 68 (2000)
Schrader, C., Nett, U.: The perception of control as a predictor of emotional trends during gameplay (2016, in press)
Schutz, P.A., Pekrun, R.: Introduction to emotions in education. In: Emotion in Education, 22nd edn., pp. 3–10. Elsevier Academic Press, Burlington (2007)
Shaffer, D.W., Squire, K.R., Halverson, R., Gee, J.P.: Video games and the future of learning. Phi Delta Kappan 87 (2), 104–111 (2005)
Shaker, M., Shaker, N., Togelius, J.: Evolving playable content for cut the rope through a simulation-based approach. In: AIIDE (2013)
Shaker, N., Asteriadis, S., Yannakakis, G.N., Karpouzis, K.: A game-based corpus for analysing the interplay between game context and player experience. In: D’Mello, S., Graesser, A., Schuller, B., Martin, J.C. (eds.) Affective Computing and Intelligent Interaction, pp. 547–556. Springer, Berlin (2011)
Shaker, N., Nicolau, M., Yannakakis, G.N., Togelius, J., Neill, M.O.: Evolving levels for Super Mario Bros using grammatical evolution. In: IEEE Conference on Computational Intelligence and Games (CIG), pp. 304–311. IEEE (2012)
Shute, V.J.: Stealth assessment in computer-based games to support learning. Comput. Gamesinstr. 55 (2), 503–524 (2011)
Shute, V.J., Zapata-Rivera, D.: Adaptive educational systems. Adapt. Tech. Train. Edu. 7, 27 (2012)
Shute, V.J., D’Mello, S., Baker, R., Cho, K., Bosch, N., Ocumpaugh, J., Ventura, M., Almeda, V.: Modeling how incoming knowledge, persistence, affective states, and in-game progress influence student learning from an educational game. Comput. Educ. 86, 224–235 (2015)
Smelik, R., Tutenel, T., de Kraker, K.J., Bidarra, R.: Integrating procedural generation and manual editing of virtual worlds. In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, p. 2. ACM (2010)
Smith, G., Whitehead, J., Mateas, M.: Tanagra: a mixed-initiative level design tool. In: Proceedings of the Fifth International Conference on the Foundations of Digital Games, pp. 209–216. ACM (2010)
Smith, G., Gan, E., Othenin-Girard, A., Whitehead, J.: PCG-based game design: enabling new play experiences through procedural content generation. In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, p. 7. ACM (2011)
Sobkin, V., Evstigneeva, I.M.: Chapter 4. Student’s Attitudes Toward Computer Games. Russ. Edu. Soci. 46, 3–35 (2004)
Soflano, M.: Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights, chap. 18, pp. 347–368. Springer, London (2011). doi: 10.1007/978-1-4471-2161-9_18. http://dx.doi.org/10.1007/978-1-4471-2161-9_18
Sorenson, N., Pasquier, P.: Towards a generic framework for automated video game level creation. In: Applications of Evolutionary Computation, pp. 131–140. Springer (2010)
Spronck, P., Ponsen, M., Sprinkhuizen-Kuyper, I., Postma, E.: Adaptive game AI with dynamic scripting. Mach. Learn. 63 (3), 217–248 (2006)
Tellegen, A., Watson, D., Clark, L.A.: On the dimensional and hierarchical structure of affect. Psychol. Sci. 10, 297–303 (1999)
Thorndike, E.L.: Individuality. Houghton Mifflin, Boston (1911)
Tijs, T., Brokken, D., IJsselsteijn, W.: Creating an emotionally adaptive game. In: Entertainment Computing – ICEC 2008: 7th International Conference, Pittsburgh, 25–27 Sept 2008. Proceedings, pp. 122–133. Springer, Berlin (2008)
Togelius, J., De Nardi, R., Lucas, S.M.: Towards automatic personalised content creation for racing games. In: IEEE Symposium on Computational Intelligence and Games, CIG 2007, pp. 252–259. IEEE (2007)
Tognetti, S., Garbarino, M., Bonarini, A., Matteucci, M.: Modeling enjoyment preference from physiological responses in a car racing game. In: IEEE Symposium on Computational Intelligence and Games (CIG), pp. 321–328. IEEE (2010)
Vachiratamporn, V., Legaspi, R., Moriyama, K., Fukui, K.I., Numao, M.: An analysis of player affect transitions in survival horror games. J. Multimodal User Interfaces 9, 43–54 (2015). http://doi.org/10.1007/s12193-014-0153-4
Van Eck, R.: A guide to integrating COTS games into your classroom. Handb. Res. Eff. Electron. Gaming Educ. 1. IGI Global, Hershey (2009)
Vandewaetere, M., Clarebout, G.: Advanced technologies for personalized learning, instruction, and performance. In: Spector, J.M., Merrill, M.D., Elen, J., Bishop, M.J. (eds.) Handbook of Research on Educational Communications and Technology, pp. 425–437. Springer (2013)
Vandewaetere, M., Desmet, P., Clarebout, G.: The contribution of learner characteristics in the development of computer-based adaptive learning environments. Comput. Hum. Behav. 27, 118–130 (2011)
Walker, A.: ‘no man’s sky’ isn’t out until next week, but this guy may have already beaten it. [Online] VICE (2016). http://www.vice.com/read/no-mans-sky-isnt-out-until-next-week-but-this-guy-may-have-already-beaten-it. Last Accessed 3 Aug 2016
Wenger, E.: Artificial intelligence and tutoring systems: computational and cognitive approaches to the communication of knowledge. Morgan Kaufmann, Los Altos/Calif (2014)
Westera, W.: Performance assessment in serious games: Compensating for the effects of randomness. Educ. Inf. Technol. 21 (3), 681–697 (2014)
Wiklund, M., Rudenmalm, W., Norberg, L., Westin, T., Mozelius, P.: Evaluating educational games using facial expression recognition software: measurement of gaming emotion. In: European Conference on Games Based Learning, pp. 605–612. Academic Conferences and Publishing International (2015)
Wong, W.L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H., Wang, H., Ritterfeld, U.: Serious video game effectiveness. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, pp. 49–55. ACM (2007)
Wouters, P., van Nimwegen, C., van Oostendorp, H., van der Spek, E.D.: A meta-analysis of the cognitive and motivational effects of serious games. J. Edu. Psychol. 105, 249 (2013)
Wu, D., Courtney, C.G., Lance, B.J., Narayanan, S.S., Dawson, M.E., Oie, K.S., Parsons, T.D.: Optimal arousal identification and classification for affective computing using physiological signals: virtual reality stroop task. IEEE Trans. Affect. Comput. 1 (2), 109–118 (2010)
Yannakakis, G.N., Hallam, J.: Ranking vs. preference: a comparative study of self-reporting. In: Affective Computing and Intelligent Interaction, pp. 437–446. Springer (2011)
Yannakakis, G.N., Paiva, A.: Emotion in Games. Oxford Handb. Affect. Comput. p. 459. Oxford University Press, USA (2014)
Yannakakis, G.N., Togelius, J.: Experience-driven procedural content generation. IEEE Trans. Affect. Comput. 2 (3), 147–161 (2011)
Zentner, M., Grandjean, D., Scherer, K.R.: Emotions evoked by the sound of music: characterization, classification, and measurement. Emotion 8 (4), 494 (2008)
Acknowledgements
This work was conducted as part of the project “Serious Games—Skill Advancement Through Adaptive Systems”, funded by the Carl Zeiss Foundation, as well as “EffIS—Efficient and Interactive Studying” (FKZ: 160H21032), funded by the German Federal Ministry of Education and Research (BMBF).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this chapter
Cite this chapter
Schrader, C., Brich, J., Frommel, J., Riemer, V., Rogers, K. (2017). Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games. In: Ma, M., Oikonomou, A. (eds) Serious Games and Edutainment Applications . Springer, Cham. https://doi.org/10.1007/978-3-319-51645-5_1
Download citation
DOI: https://doi.org/10.1007/978-3-319-51645-5_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-51643-1
Online ISBN: 978-3-319-51645-5
eBook Packages: Computer ScienceComputer Science (R0)