Using frustration in the design of adaptive videogames

Kiel M. Gilleade, Alan Dix

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

138 Citations (Scopus)

Abstract

In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of users as with the former. Affective videogames, games that respond to the user's emotional state, may hold the key to creating such gameplay mechanics. In this paper we discus how the emotion frustration may be used in the design of adaptive videogames and the ongoing research into its detection and measurement.

Original languageEnglish
Title of host publicationACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE 2004
PublisherAssociation for Computing Machinery (ACM)
Pages228-232
Number of pages5
ISBN (Print)1581138822, 9781581138825
DOIs
Publication statusPublished - 2 Sept 2004
Externally publishedYes
EventACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE 2004 - Singapore, Singapore
Duration: 3 Jun 20055 Jun 2005

Publication series

NameACM International Conference Proceeding Series
Volume74

Conference

ConferenceACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE 2004
Country/TerritorySingapore
CitySingapore
Period3/06/055/06/05

Keywords

  • Adaptable
  • Adaptive
  • Affective computing
  • Emotion
  • Frustration
  • Videogames

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