In recent years, the interest to the area of computer games for educational purposes increased due to their positive outcomes and effects in technology-enhanced learning. One of their chief merits is retaining the learning motivation and engagement of players during all time of the game. Therefore, it is necessary educational games to be able to adjust their features such as task difficulty, object speed, learning content, etc. according to the current emotional state of the player and, as well, to his/her playing style. In this paper, we present a dynamic mechanism for affective game adaptation based on both emotion and arousal estimation. The mechanism is implemented within an applied video game named “Rush for Gold” designed for implicit recognition of playing or learning styles. The paper outlines, analyzes and discusses results of an experimental study related to player´s engagement in affective applied adaptation.
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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
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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
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4. Adaptation Model
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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)
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6. Affect inferred by psychophysiology signals
EDA (Electro-Dermal Activity)
Custom EDA meter – custom hardware device and
software (H2020 RAGE asset developed by SU)
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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)
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8. Workflow of emotion-based
game dynamic adaptation control
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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
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Adaptation of flying objects’ velocity, puzzle difficulty, and
ambient light for lower phasic arousal
10. Emotional Game Adaptation 2/2
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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
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12. Box plots of measured GEngQ terms
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GEngQ = Game Engagement Questionnaire (Brockmyer et al., 2009)
13. Player´s joy, engagement, attention, eye
closure, and SCR (skin conductance response)
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Successful shot Unsuccessful shot
14. Correlations of psychological states (by facial
expressions) and arousal with GEngQ terms
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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
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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)
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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
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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
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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/
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Assessing Engagement in an Emotionally-Adaptive Applied Game