A taxonomy and state of the art revision on affective games
Entity
UAM. Departamento de Ingeniería InformáticaPublisher
Elsevier B.V.Date
2018-01-01Citation
10.1016/j.future.2017.12.056
Future Generation Computer Systems 92 (2019): 516-525
ISSN
0167-739XDOI
10.1016/j.future.2017.12.056Funded by
This work has been co-funded by the following research projects: EphemeCH (TIN2014-56494-C4-{1,4}-P) and DeepBio (TIN2017-85727-C4-3-P) by Spanish Ministry of Economy and Competitivity, under the European Regional Development Fund FEDER, and Justice Programme of the European Union (2014–2020) 723180 – RiskTrack – JUST-2015-JCOO-AG/JUST-2015-JCOO-AG-1Project
Gobierno de España. TIN2014-56494-C4-{1,4}-P; Gobierno de España. TIN2017-85727-C4-3-P; info:eu-repo/grantAgreement/EC/FP7/723180Editor's Version
https://doi.org/10.1016/j.future.2017.12.056Subjects
Affective computing; Affective games; Taxonomy; Review; InformáticaRights
© 2017 Elsevier B.V. All rights reservedEsta obra está bajo una licencia de Creative Commons Reconocimiento-NoComercial-SinObraDerivada 4.0 Internacional.
Abstract
Affective Games are a sub-field of Affective Computing that tries to study how
to design videogames that are able to react to the emotions expressed by the
player, as well as provoking desired emotions to them. To achieve those goals
it is necessary to research on how to measure and detect human emotions using
a computer, and how to adapt videogames to the perceived emotions to finally
provoke them to the players. This work presents a taxonomy for research on
affective games centring on the aforementioned issues. Here we devise as well a
revision of the most relevant published works known to the authors on this area.
Finally, we analyse and discuss which important research problem are yet open
and might be tackled by future investigations in the area of Affective Games
Files in this item
Google Scholar:Lara-Cabrera, Raúl
-
Camacho, David
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