
Contents
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Introduction Introduction
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What Games Can Do for Emotion Research What Games Can Do for Emotion Research
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What Can Emotion Research Do for Games? What Can Emotion Research Do for Games?
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The Affective Loop in Games The Affective Loop in Games
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Games as Emotion Elicitors Games as Emotion Elicitors
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Emotion Detection and Modeling in Games Emotion Detection and Modeling in Games
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Model-Based (Top-Down) Approaches Model-Based (Top-Down) Approaches
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Model-Free (Bottom-Up) Approaches Model-Free (Bottom-Up) Approaches
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The Model’s Input The Model’s Input
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Gameplay (Behavioral) Input Gameplay (Behavioral) Input
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Objective Input Objective Input
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Game Context Input Game Context Input
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The Model’s Output The Model’s Output
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Modeling Tools Modeling Tools
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Emotional Adaptation and Expression in Games Emotional Adaptation and Expression in Games
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Adapting and Expressing Emotion Through Agents and NPCs Adapting and Expressing Emotion Through Agents and NPCs
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Adapting and Expressing Emotion Through Game Content Adapting and Expressing Emotion Through Game Content
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Integration in the Affective Loop: When and How to Adapt Integration in the Affective Loop: When and How to Adapt
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Evaluating Adaptation Evaluating Adaptation
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The Road Ahead The Road Ahead
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Acknowledgments Acknowledgments
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Notes Notes
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References References
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34 Emotion in Games
Get accessGeorgios N. Yannakakis is an Associate Professor at the Center for Computer Games Research at the IT University of Copenhagen, and one of the leading researchers within player affective modelling and adaptive content generation for games.
Prof. Ana Paiva is a research group leader of GAIPS at INESC-ID and a Full Professor at Instituto Superior Técnico, University of Lisbon. She is well known in the area of Intelligent Agents and Multi-agent Systems, Artificial Intelligence, Human-Robot Interaction and Affective Computing. After her PhD in the UK, she returned to Portugal where she created a group on intelligent agents and synthetic characters (GAIPS). Her research is focused on the affective elements in the interactions between users and machines. She served as a member of numerous international conference and workshops. She has (co)authored over 100 publications in refereed journals, conferences and books. She co-ordinated the participation of INESC-ID in fifteen European projects in the areas of Affective Computing, Virtual Agents and Human-Robot Interaction.
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Published:01 July 2014
Cite
Abstract
This chapter is from the forthcoming The Oxford Handbook of Affective Computing edited by Rafael Calvo, Sidney K. D'Mello, Jonathan Gratch, and Arvid Kappas. Emotion has been investigated from various perspectives and across several domains within human-computer interaction (HCI) including intelligent tutoring systems, interactive web applications, social media, and human-robot interaction. One of the most promising and also challenging applications of affective computing research is within computer games. This chapter focuses on the study of emotion in the computer games domain, reviews seminal work at the crossroads of game technology, game design, and affective computing, and details the key phases for efficient affect-based interaction in games.
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