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.
ForewordPrefacePart I Theory1. The Aesthetic Motives of Play2. Affect Channel Model of Evaluation in the context of digital games3. Affective Involvement in Digital GamesPART II - Emotion Modelling and Affect-Driven Adaptation4. Multimodal sensing in affective gaming5. Emotion Modelling via Speech Content and Prosody - in Computer Games and Elsewhere6. Comparing two commercial brain computer interfaces for serious games and virtual environments7. Psychophysiology in Games8. Emotion and Attitude Modeling for Non-player Characters9. Emotion-driven Level Generation10. Emotion-Driven Narrative Generation11. Game Cinematography: from Camera Control to Player Emotions12. From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games13. Emotional Appraisal Engines for GamesPart III Applications14. Emotion and Body-based Games: Overview and Opportunities15. Posttraumatic Stress Disor
der (PTSD) and the role of computer games in treatment of PTSD16. Understanding and Designing for Conflict Learning Through Games17. Games robots play: once more, with feeling18. Lovotics: Love and Sex with RobotsIndex