@inproceedings{1f82086b47054b4fb56caa541a88c6d6,
title = "Using frustration in the design of adaptive videogames",
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.",
keywords = "Adaptable, Adaptive, Affective computing, Emotion, Frustration, Videogames",
author = "Gilleade, {Kiel M.} and Alan Dix",
year = "2004",
month = sep,
day = "2",
doi = "10.1145/1067343.1067372",
language = "English",
isbn = "1581138822",
series = "ACM International Conference Proceeding Series",
publisher = "Association for Computing Machinery (ACM)",
pages = "228--232",
booktitle = "ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE 2004",
note = "ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE 2004 ; Conference date: 03-06-2005 Through 05-06-2005",
}