The Mood Game-How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom

David Halbhuber, Jakob Fehle, Alexander Kalus, Konstantin Seitz, Martin Kocur, Thomas Schmidt, Christian Wolff

Research output: Chapter in Book/Report/Conference proceedingsConference contributionpeer-review

10 Citations (Scopus)

Abstract

In this demo paper, we present a shoot’em up game similar to Space Invaders called the "Mood Game" that incorporates players’ 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’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.

Original languageEnglish
Title of host publicationMensch und Computer 2019, MuC 2019 - Tagungsband
EditorsFlorian Alt, Andreas Bulling, Tanja Doring
Pages867-870
Number of pages4
ISBN (Electronic)9781450371988
DOIs
Publication statusPublished - 8 Sept 2019
Externally publishedYes

Publication series

NameACM International Conference Proceeding Series

Keywords

  • Affective computing
  • Dynamic game balancing
  • Emotion detection
  • Game engineering
  • Gaming
  • Space invaders

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