The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of asse...
FantasyA is a role-playing game where emotions are part of the game logic. SenToy is a tangible interface device [2], used to influence emotional behaviour in FantasyA. Players in...
We present a probabilistic model to monitor a user's emotions and engagement during the interaction with educational games. We illustrate how our probabilistic model assesses...
This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the proj...
We describe the design process of an affective control toy, named SenToy, used to control a synthetic character in a computer game. SenToy allows players1 to influence the emotion...