Emotion in Games Theory and Praxis /
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 wi...
Corporate Author: | |
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Other Authors: | , |
Format: | Electronic eBook |
Language: | English |
Published: |
Cham :
Springer International Publishing : Imprint: Springer,
2016.
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Series: | Socio-Affective Computing,
4 |
Subjects: | |
Online Access: | Full Text via HEAL-Link |
Table of Contents:
- Foreword
- Preface
- Part I Theory
- The Aesthetic Motives of Play
- Affect Channel Model of Evaluation in the context of digital games
- Affective Involvement in Digital Games
- PART II - Emotion Modelling and Affect-Driven Adaptation
- Multimodal sensing in affective gaming
- Emotion Modelling via Speech Content and Prosody – in Computer Games and Elsewhere
- Comparing two commercial brain computer interfaces for serious games and virtual environments
- Psychophysiology in Games
- Emotion and Attitude Modeling for Non-player Characters
- Emotion-driven Level Generation
- Emotion-Driven Narrative Generation
- Game Cinematography: from Camera Control to Player Emotions
- From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games
- Emotional Appraisal Engines for Games
- Part III Applications
- Emotion and Body-based Games: Overview and Opportunities
- Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD
- Understanding and Designing for Conflict Learning Through Games
- Games robots play: once more, with feeling
- Lovotics: Love and Sex with Robots
- Index.