Skip to main content

Dynamic Game Balancing by Recognizing Affect

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 5294))

Abstract

Dynamic game balancing concerns changing parameters in a game to avoid undesired player emotions, such as boredom and frustration. This is e.g. done by adjusting the game’s difficulty level to the (increasing) skill level of the player during the game. Currently, most balancing techniques are based on in-game performance, such as the player’s position in a race. This is, however, insufficient since different types of players exist, with different goals, preferences and emotional responses. Therefore, to deal effectively with a player’s emotions, a game needs to look beyond the player’s performance. This paper provides an overview of two groups of potentially useful sources for dynamic game balancing: Overt behavior and physiological responses. In addition, we present EMO-Pacman, a design case that aims to implement these new balancing techniques into the game Pac-Man.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Adams, E., Rollings, A.: Game Design and Development; Fundamentals of Game Design. Pearson Education, NJ (2007)

    Google Scholar 

  2. Koster, R.: Theory of Fun for Game Design. Paraglyph Press, Phoenix (2004)

    Google Scholar 

  3. Pagulayan, R.J., Keeker, K., Wixon, D., Romero, R., Fuller, T.: User-centered design in games. In: Jacko, J., Sears, A. (eds.) Handbook for Human–Computer Interaction in Interactive Systems, pp. 883–906. Lawrence Erlbaum Associates Inc, Mahwah (2002)

    Google Scholar 

  4. Bartle, R.A.: Hearts, Clubs, Diamonds, Shades: Players who suit MUDs, http://www.mud.co.uk/richard/hcds.htm

  5. Öhman, A.: The Psychophysiology of Emotion: An Evolutionary-Cognitive Perspective. In: Ackles, P.K., Jennings, J.R., Coles, M.G.H. (eds.) Advances in Psychophysiology, vol. 2, pp. 79–127. JAI Press, Greenwich (1987)

    Google Scholar 

  6. The HUMAINE portal; Research on Emotions and Human-Machine Interaction, http://emotion-research.net

  7. Ravaja, N.: Contributions of Psychophysiology to Media Research: Review and Recommendations. Media Psychology 6, 193–235 (2004)

    Article  Google Scholar 

  8. Allanson, J., Fairclough, S.H.: A research agenda for physiological computing. Interacting with Computers 16(5), 857–878 (2004)

    Article  Google Scholar 

  9. Sundström, P., Ståhl, A., Höök, K.: eMoto - A User-Centred Approach to Affective Interaction. In: Tao, J., Tan, T., Picard, R.W. (eds.) ACII 2005. LNCS, vol. 3784. Springer, Heidelberg (2005)

    Chapter  Google Scholar 

  10. Schaefer, F., Haarmann, B.W.: The Usability of Cardiovascular and Electrodermal Measures for Adaptive Automation. In: Westerink, J.H.D.M., Ouwerkerk, M., Overbeek, T.J.M., Pasveer, W.F., De Ruyter, B. (eds.) Probing Experience: From Assessment of User Emotions and Behavior to Development of Products. Philips Research Book Series, vol. 8, pp. 235–243 (2008)

    Google Scholar 

  11. Takahashi, M., Tsuyoshi, A., Kuba, O., Yoshikawa, H.: Experimental Study Toward Mutual Adaptive Interface. In: Proceedings of the 3rd IEEE International Conference on Robot and Human Communication, Nagoya, Japan, pp. 271–276 (1994)

    Google Scholar 

  12. Rani, P., Sarkar, N., Liu, C.: Maintaining Optimal Challenge in Computer Games Through Real-Time Physiological Feedback. In: Proceedings of the 1st International Conference on Augmented Cognition, Las Vegas, NV (2005)

    Google Scholar 

  13. Journey to Wild Divine, http://www.wilddivine.com

  14. Bersak, D., McDarby, G., Augenblick, N., McDarby, P., McDonnell, D., McDonald, B., Karkun, R.: Intelligent Biofeedback Using an Immersive Competitive Environment. In: Abowd, G.D., Brumitt, B., Shafer, S. (eds.) UbiComp 2001. LNCS, vol. 2201. Springer. Heidelberg (2001)

    Google Scholar 

  15. Saari, T.: Mind-Based Media and Communications Technologies. How the Form of Information Influences Felt Meaning. Acta Universitatis Tamperensis 834. Tampere University Press, Tampere (2001)

    Google Scholar 

  16. Saari, T., Ravaja, N., Turpeinen, M., Kallinen, K.: Emotional Regulation System for Emotionally Adapted Games. In: Proceedings of FuturePlay 2005, Michigan State University, MI (2005)

    Google Scholar 

  17. Tijs, T.J.W., Brokken, D., IJsselsteijn, W.A.: Creating an Emotionally Adaptive Game (submitted)

    Google Scholar 

  18. Overmars, M., McQuown, B.: Pac-Man. GM6 [computer software]

    Google Scholar 

  19. Lacey, J.I., Lacey, B.C.: Verification and extension of the principle of autonomic response stereotypy. Am. J. Psychol. 71, 50–73 (1958)

    Article  Google Scholar 

  20. Yannakakis, G.N., Hallam, J.: Towards Optimizing Entertainment in Computer Games. Applied Artificial Intelligence 21, 933–971 (2007)

    Article  Google Scholar 

  21. Berntson, G.G., Cacioppo, J.T., Quigley, K.S.: Autonomic Determinism: The Modes of Autonomic Control, the Doctrine of Autonomic Space, and the Laws of Autonomic Constraint. Psychological Review 98(4), 459–487 (1991)

    Article  Google Scholar 

  22. Picard, R., Vyzas, E., Healey, J.: Toward Machine Emotional Intelligence: Analysis of Affective Physiological State. IEEE Transactions on Pattern Analysis and Machine Intelligence 23(10), 1175–1191 (2001)

    Article  Google Scholar 

  23. Van den Broek, E.L., Schut, M.H., Westerink, J.H.D.M., Van Herk, J., Tuinenbreijer, K.: ECCV 2006 Workshop on HCI. In: Huang, T.S., Sebe, N., Lew, M., Pavlović, V., Kölsch, M., Galata, A., Kisačanin, B. (eds.) ECCV 2006 Workshop on HCI. LNCS, vol. 3979, pp. 52–63. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Tijs, T.J.W., Brokken, D., IJsselsteijn, W.A. (2008). Dynamic Game Balancing by Recognizing Affect. In: Markopoulos, P., de Ruyter, B., IJsselsteijn, W., Rowland, D. (eds) Fun and Games. Fun and Games 2008. Lecture Notes in Computer Science, vol 5294. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-88322-7_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-88322-7_9

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-88321-0

  • Online ISBN: 978-3-540-88322-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics