3 research outputs found
Towards general models of player affect
While the primary focus of affective computing has
been on constructing efficient and reliable models of affect,
the vast majority of such models are limited to a specific task
and domain. This paper, instead, investigates how computational
models of affect can be general across dissimilar tasks; in
particular, in modeling the experience of playing very different
video games. We use three dissimilar games whose players
annotated their arousal levels on video recordings of their own
playthroughs. We construct models mapping ranks of arousal to
skin conductance and gameplay logs via preference learning and
we use a form of cross-game validation to test the generality of the
obtained models on unseen games. Our initial results comparing
between absolute and relative measures of the arousal annotation
values indicate that we can obtain more general models of player
affect if we process the model output in an ordinal fashion.peer-reviewe
Towards general models of player experience : a study within genres
This project has received funding from the EU’s Horizon 2020 programme
under grant agreement No 951911, and from the University of Malta internal
research grants programme Research Excellence Fund under grant agreement
No 202003.To which degree can abstract gameplay metrics
capture the player experience in a general fashion within a game
genre? In this comprehensive study we address this question
across three different videogame genres: racing, shooter, and
platformer games. Using high-level gameplay features that feed
preference learning models we are able to predict arousal
accurately across different games of the same genre in a largescale dataset of over 1, 000 arousal-annotated play sessions. Our
genre models predict changes in arousal with up to 74% accuracy
on average across all genres and 86% in the best cases. We also
examine the feature importance during the modelling process
and find that time-related features largely contribute to the
performance of both game and genre models. The prominence of
these game-agnostic features show the importance of the temporal
dynamics of the play experience in modelling, but also highlight
some of the challenges for the future of general affect modelling
in games and beyond.peer-reviewe