The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
An implementation of the FP-growth algorithm
Proceedings of the 1st international workshop on open source data mining: frequent pattern mining implementations
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
21st Century Game Design (Game Development Series)
21st Century Game Design (Game Development Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
International Journal of Human-Computer Studies
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Entertainment modeling through physiology in physical play
International Journal of Human-Computer Studies
Dynamic Game Balancing by Recognizing Affect
Proceedings of the 2nd International Conference on Fun and Games
Towards affective camera control in games
User Modeling and User-Adapted Interaction
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Player modeling impact on player's entertainment in computer games
UM'05 Proceedings of the 10th international conference on User Modeling
Theory lenses: deriving gameplay design patterns from theories
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Pet evidence for a role for striatal dopamine in the attentional blink: Functional implications
Journal of Cognitive Neuroscience
Game Mechanics: Advanced Game Design
Game Mechanics: Advanced Game Design
Cardiovascular physiology predicts learning effects in a serious game activity
Computers & Education
Bio-Affective Computer Interface for Game Interaction
International Journal of Gaming and Computer-Mediated Simulations
Emotional Responses to Victory and Defeat as a Function of Opponent
IEEE Transactions on Affective Computing
Real-time rule-based classification of player types in computer games
User Modeling and User-Adapted Interaction
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We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures of experience (both subjective and non-subjective). Second, we describe our methodology for using machine learning to categorize game events to reveal corresponding patterns, culminating in an example experiment. We discuss the relation between automatically detected event clusters and game design patterns, and provide indications on how to incorporate personality profiles of players in the analysis. This novel interdisciplinary collaboration combines basic psychophysiology research with game design patterns and machine learning, and generates new knowledge about the interplay between game experience and design.