Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games

Authors

  • Pedro Nogueira University of Porto
  • Rui Rodrigues INESC-TEC, University of Porto
  • Eugénio Oliveira University of Porto
  • Lennart Nacke University of Ontario Institute of Technology

Keywords:

Emotional regulation, adaptive affective gameplay, emotional player modelling, psychophysiology

Abstract

Designing adaptive games for individual emotional experiences is a tricky task, especially when detecting a player’s emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamental relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Models (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide information on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player’s emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components involved in regulating players’ affective experience. We expect our technique will allow game designers to focus on defining high-level rules for generating gameplay experiences instead of having to create and test different content for each player type.

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Published

2021-06-30

How to Cite

Nogueira, P., Rodrigues, R., Oliveira, E., & Nacke, L. (2021). Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 9(1), 51-57. Retrieved from https://ojs.aaai.org/index.php/AIIDE/article/view/12678