These notes are a summary of concepts presented in “Affective game engines: motivation and requirements.”
Eva Hudlicka. 2009. Affective game engines: motivation and requirements. In Proceedings of the 4th International Conference on Foundations of Digital Games (FDG ’09). Association for Computing Machinery, New York, NY, USA, 299–306. https://doi.org/10.1145/1536513.1536565
- Increasing Complexity in Gaming
- Growth of serious gaming applications and diverse demographics
- Demand for complex social interactions in games
- Need for affective realism in characters and avatars
- Real-time gameplay engagement and emotional adaptation
- Expanded emotional repertoire in game characters
- Role of emotion in gaming
- Recognition, expression, and generation of emotions
- Effects of emotions on gameplay
- Affective Game Functionalities
- “Assist me, Challenge me, Emote me”
- Tools for enhancing affective realism and complexity
- Emotion recognition and adaptation in gameplay
- Generation of socially appropriate and realistic behaviors
- Affective Game Engine Requirements
- Real-time emotion recognition across varied contexts
- Effective adaptation to emotions
- Dynamic affective user modeling
- Emotion recognition among game characters
- Generation of realistic emotional behavior
- Computational Models of Emotion
- Dynamic generation of emotions in response to gameplay
- Influence on decision-making and behavior
- Expression through facial expressions, gestures, and movement
- Emotion-dependent behavioral choices
- Affective Player Avatars
- Display of player’s emotional state
- Alignment with player expectations and needs
- Core Areas of Affective Computing
- Emotion sensing and recognition
- Computational emotion modeling
- Emotion expression by synthetic agents
- Multi-Modal Nature of Emotions
- Behavioral/expression (facial expressions, speech, gestures)
- Somatic/physiological (heart rate, blood pressure)
- Cognitive/interpretive (evaluation-based definitions)
- Experiential/subjective (conscious experience)
- Challenges in Emotion Recognition and Expression
- Identifying unique emotion signatures
- Selecting the best expressive channels
- Synchronization across multiple modalities
- Temporal dynamics in emotion recognition and expression
- Depicting mixed affective states and transitions
- Semantic Primitives in Emotion Recognition
- Identification of key expressive features
- Unified vocabulary for recognition and expression
- Constraints in Affective Gaming
- Non-intrusive sensing methods
- Integration into existing game controls (e.g., gamepad pressure)
- Use of various sensor systems (camera, physiological monitors, sensor chairs)
- Affective Computational Models in Games
- Real-time affective behavior generation
- Detailed player affective modeling
- Basic emotions (joy, fear, anger, sadness)
- Appraisal-based emotion generation
- Complexity in analyzing game stimuli and extracting appraisal values
- Affective User Models
- Representation of player’s emotional profile
- Emotion triggers and behavioral manifestations
- Learning component to track player behavior
- Centralized Knowledge Base in Affective Game Engine
- Generic emotion data and affective profiles
- Shared representations for emotions, triggers, and expressions
- Representational structures for encoding affective knowledge
- Affective Schema Framework
- Generic schemas for fundamental emotion knowledge
- Specific schemas for players and characters
- Dynamic instantiations of affective states during gameplay
- Integration of Affective Modules in Game Engine
- Dependencies among recognition, expression, and user modeling
- Continuous updating and refinement of affective models