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Assessing Engagement
in an Emotionally-Adaptive
Applied Game
Boyan Bontchev and Dessislava Vassileva
Dep. of Software Technologies,
Fac. of Mathematics and Informatics, Sofia Univ., Bulgaria
TEEM-2016
Salamanca, November 2, 2016
Player-centric adaptation
Player-centric adaptation in video games needs to
answer some questions:
Who – player character structural and behavioral
changes => requires player modelling
How – how adaptation will be realized => requires
adaptive loop design
What – which game features can be adapted =>
requires adaptive gameplay design
Why – advantages of game adaptation => requires
analysis of outcomes in playability and learning results
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
2
The ADAPTIMES FP7 project
 ADAPTIve player-centric serious video gaMES
 ADAPTIMES aims at investigating how
cognitive abilities (the cognitive part),
psycho-emotional status (the affective part) and
playing style (the conative part – that of “desire, volition, and
striving”)
 can be used in a
holistic approach
for efficient and
effective
player-centric
adaptation
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
3
Adaptation Model
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
4
Game dynamics
Player
Player style metrics
Playing styles
Performance
and efficiency
(abilities, skills
and knowledge)
Emotions
(flow, immersion &
intrinsic
motivation)
Measuring process
Measuring player’s performance – by tracking player’s
results, incl. time, task difficulties and efficiency
Measuring playing styles – based on tracking specific
gaming metrics describing player’s style of playing
Measuring player’s affect (emotions and arousal):
By means of analysis of psychophysiology signals
(arousal)
By means of visual expressions analysis (emotional
states)
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
5
Affect inferred by psychophysiology signals
EDA (Electro-Dermal Activity)
Custom EDA meter – custom hardware device and
software (H2020 RAGE asset developed by SU)
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
6
Emotions inferred by visual expressions analysis
Custom emotion recognizer using Affectiva SDK
Recognizes: sadness, disgust, anger, surprise, fear, joy;
engagement, attention (fixation), eye closures (saccades)
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
7
Workflow of emotion-based
game dynamic adaptation control
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
8
Implicit
Emotional
Indicators
(via sensors &
other devices)
Facial expr.
GSR
Heart Rhythm
ECG
EEG
Pressure
…
Change
Procedures
Time
Velocity
Acceleration
Route
Size
Defeat range
Luminosity
Contrast
…
Real-Time
Explicit
Player
Feedback
through
Adaptation
Control Panel
Analysis
Change
Visuali-
zation
Triggering
Events
on Behavior
Templates
Emotional Game Adaptation 1/2
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
9
Adaptation of flying objects’ velocity, puzzle difficulty, and
ambient light for lower phasic arousal
Emotional Game Adaptation 2/2
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
10
Adaptation of flying objects’ velocity, puzzle difficulty, and
ambient light for higher phasic arousal
Box plots of player’s average
emotions inferred by facial
expressions
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
11
Box plots of measured GEngQ terms
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
12
GEngQ = Game Engagement Questionnaire (Brockmyer et al., 2009)
Player´s joy, engagement, attention, eye
closure, and SCR (skin conductance response)
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
13
Successful shot Unsuccessful shot
Correlations of psychological states (by facial
expressions) and arousal with GEngQ terms
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
14
Game Engagement Questionnaire (GEngQ)
State /
arousal
Presen-
ce
Absorp-
tion
Flow
Immer-
sion
Engage-
ment
Atten-
tion
0.3878 0.0645 0.1779 0.0139 0.1978
Enga-
gement
0.0087 -0.0510 0.1870 -0.0532 0.0221
Eye
closure
0.3818 0.0885 0.3711 0.1737 0.1554
SCL
level
0.1341 -0.1312 0.0459 -0.1067 -0.0318
SCR
level
0.0119 -0.0558 -0.2177 0.1042 -0.0674
Correlations of psychological states and arousal
with emotions inferred by facial expressions
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
15
Emotions
State /
arousal
Sad-
ness
Disgust Anger
Surp-
rise
Fear Joy
Atten-
tion
-0.0226 0.3712 0.2329 0.1835 -0.1677 0.2040
Enga-
gement
0.0782 0.7049 0.1653 0.4296 0.1013 0.8346
Eye
closure
-0.1257 0.2293 0.0918 0.4657 0.1713 0.3196
SCL
level
0.0226 -0.1484 -0.0759 0.3873 0.3007 -0.0027
SCR
level
-0.0275 0.3616 -0.0307 0.1285 -0.0959 0.4008
Conclusions 1/2
Statistically significant correlations found:
attention and presence
eye closure and presence
eye closure and flow
engagement and surprise
engagement and joy
SCL arousal level and surprise
SCR and joy
eye closure & average efficiency
SCL & relative time
Facial expressions (emotions) are complementary to
EDA (arousal)
16
02/11/2016
Assessing Engagement in an Emotionally-Adaptive Applied Game
Conclusions 2/2
Player-centric adaptive game play possesses essential
advantages compared to the non-adaptive gameplay
The synergy of using player´s performance, emotions,
and playing styles is very promising
All they are identified at run time and used for adapting
game mechanics, dynamics and audio-visual content, in
a dynamic and implicit way
More experiments are needed for revealing how such
emotion-based adaptations affect game experience
and playability, learning outcomes and consequences
of flow
17
02/11/2016
Assessing Engagement in an Emotionally-Adaptive Applied Game
Future work
Emotionally-adaptive games and other software app’s
Dynamic adaptation control
Software app’s using user affectation:
HRV
TEMP
….
Web-based platforms for generation of educational
games targeted to non-ICT people
Semantic content management in applied games
02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game
18
Thank you for your attention!
Discussion
Videos at:
https://www.youtube.com/watch?v=rSzM2RrceNw&index=1&li
st=PLs4ZK9XAjRxpROiCNQ1kdDR8SFpH-itmY
More info at: http://adaptimes.eu/
19
02/11/2016
Assessing Engagement in an Emotionally-Adaptive Applied Game

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Assessing Engagement in an Emotionally-Adaptive Applied Game

  • 1. Assessing Engagement in an Emotionally-Adaptive Applied Game Boyan Bontchev and Dessislava Vassileva Dep. of Software Technologies, Fac. of Mathematics and Informatics, Sofia Univ., Bulgaria TEEM-2016 Salamanca, November 2, 2016
  • 2. Player-centric adaptation Player-centric adaptation in video games needs to answer some questions: Who – player character structural and behavioral changes => requires player modelling How – how adaptation will be realized => requires adaptive loop design What – which game features can be adapted => requires adaptive gameplay design Why – advantages of game adaptation => requires analysis of outcomes in playability and learning results 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 2
  • 3. The ADAPTIMES FP7 project  ADAPTIve player-centric serious video gaMES  ADAPTIMES aims at investigating how cognitive abilities (the cognitive part), psycho-emotional status (the affective part) and playing style (the conative part – that of “desire, volition, and striving”)  can be used in a holistic approach for efficient and effective player-centric adaptation 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 3
  • 4. Adaptation Model 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 4 Game dynamics Player Player style metrics Playing styles Performance and efficiency (abilities, skills and knowledge) Emotions (flow, immersion & intrinsic motivation)
  • 5. Measuring process Measuring player’s performance – by tracking player’s results, incl. time, task difficulties and efficiency Measuring playing styles – based on tracking specific gaming metrics describing player’s style of playing Measuring player’s affect (emotions and arousal): By means of analysis of psychophysiology signals (arousal) By means of visual expressions analysis (emotional states) 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 5
  • 6. Affect inferred by psychophysiology signals EDA (Electro-Dermal Activity) Custom EDA meter – custom hardware device and software (H2020 RAGE asset developed by SU) 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 6
  • 7. Emotions inferred by visual expressions analysis Custom emotion recognizer using Affectiva SDK Recognizes: sadness, disgust, anger, surprise, fear, joy; engagement, attention (fixation), eye closures (saccades) 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 7
  • 8. Workflow of emotion-based game dynamic adaptation control 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 8 Implicit Emotional Indicators (via sensors & other devices) Facial expr. GSR Heart Rhythm ECG EEG Pressure … Change Procedures Time Velocity Acceleration Route Size Defeat range Luminosity Contrast … Real-Time Explicit Player Feedback through Adaptation Control Panel Analysis Change Visuali- zation Triggering Events on Behavior Templates
  • 9. Emotional Game Adaptation 1/2 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 9 Adaptation of flying objects’ velocity, puzzle difficulty, and ambient light for lower phasic arousal
  • 10. Emotional Game Adaptation 2/2 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 10 Adaptation of flying objects’ velocity, puzzle difficulty, and ambient light for higher phasic arousal
  • 11. Box plots of player’s average emotions inferred by facial expressions 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 11
  • 12. Box plots of measured GEngQ terms 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 12 GEngQ = Game Engagement Questionnaire (Brockmyer et al., 2009)
  • 13. Player´s joy, engagement, attention, eye closure, and SCR (skin conductance response) 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 13 Successful shot Unsuccessful shot
  • 14. Correlations of psychological states (by facial expressions) and arousal with GEngQ terms 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 14 Game Engagement Questionnaire (GEngQ) State / arousal Presen- ce Absorp- tion Flow Immer- sion Engage- ment Atten- tion 0.3878 0.0645 0.1779 0.0139 0.1978 Enga- gement 0.0087 -0.0510 0.1870 -0.0532 0.0221 Eye closure 0.3818 0.0885 0.3711 0.1737 0.1554 SCL level 0.1341 -0.1312 0.0459 -0.1067 -0.0318 SCR level 0.0119 -0.0558 -0.2177 0.1042 -0.0674
  • 15. Correlations of psychological states and arousal with emotions inferred by facial expressions 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 15 Emotions State / arousal Sad- ness Disgust Anger Surp- rise Fear Joy Atten- tion -0.0226 0.3712 0.2329 0.1835 -0.1677 0.2040 Enga- gement 0.0782 0.7049 0.1653 0.4296 0.1013 0.8346 Eye closure -0.1257 0.2293 0.0918 0.4657 0.1713 0.3196 SCL level 0.0226 -0.1484 -0.0759 0.3873 0.3007 -0.0027 SCR level -0.0275 0.3616 -0.0307 0.1285 -0.0959 0.4008
  • 16. Conclusions 1/2 Statistically significant correlations found: attention and presence eye closure and presence eye closure and flow engagement and surprise engagement and joy SCL arousal level and surprise SCR and joy eye closure & average efficiency SCL & relative time Facial expressions (emotions) are complementary to EDA (arousal) 16 02/11/2016 Assessing Engagement in an Emotionally-Adaptive Applied Game
  • 17. Conclusions 2/2 Player-centric adaptive game play possesses essential advantages compared to the non-adaptive gameplay The synergy of using player´s performance, emotions, and playing styles is very promising All they are identified at run time and used for adapting game mechanics, dynamics and audio-visual content, in a dynamic and implicit way More experiments are needed for revealing how such emotion-based adaptations affect game experience and playability, learning outcomes and consequences of flow 17 02/11/2016 Assessing Engagement in an Emotionally-Adaptive Applied Game
  • 18. Future work Emotionally-adaptive games and other software app’s Dynamic adaptation control Software app’s using user affectation: HRV TEMP …. Web-based platforms for generation of educational games targeted to non-ICT people Semantic content management in applied games 02/11/2016Assessing Engagement in an Emotionally-Adaptive Applied Game 18
  • 19. Thank you for your attention! Discussion Videos at: https://www.youtube.com/watch?v=rSzM2RrceNw&index=1&li st=PLs4ZK9XAjRxpROiCNQ1kdDR8SFpH-itmY More info at: http://adaptimes.eu/ 19 02/11/2016 Assessing Engagement in an Emotionally-Adaptive Applied Game