@inproceedings{684a9e6c24d6484693e396bf81b031dc,
title = "The Mood Game-How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom",
abstract = "In this demo paper, we present a shoot{\textquoteright}em up game similar to Space Invaders called the {"}Mood Game{"} that incorporates players{\textquoteright} affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustration and boredom. By tracking emotions through facial expressions combined with self-evaluation, keystrokes and performance measures, we have developed a game logic that adapts the playing difficulty based on the player{\textquoteright}s emotional state. The implemented algorithm automatically adjusts the enemy spawn rate and enemy behavior, the amount of obstacles, the number and type of power ups and the game speed to provide a smooth game play for different player skills. The effects of our dynamic game balancing mechanism will be tested in future work.",
keywords = "Affective computing, Dynamic game balancing, Emotion detection, Game engineering, Gaming, Space invaders",
author = "David Halbhuber and Jakob Fehle and Alexander Kalus and Konstantin Seitz and Martin Kocur and Thomas Schmidt and Christian Wolff",
note = "Publisher Copyright: {\textcopyright} 2019 Copyright held by the owner/author(s).",
year = "2019",
month = sep,
day = "8",
doi = "10.1145/3340764.3345369",
language = "English",
series = "ACM International Conference Proceeding Series",
pages = "867--870",
editor = "Florian Alt and Andreas Bulling and Tanja Doring",
booktitle = "Mensch und Computer 2019, MuC 2019 - Tagungsband",
}