Flow Adaptation in Serious Games for Health

被引:0
|
作者
Alves, Tomas [1 ]
Gama, Sandra [1 ]
Melo, Francisco S. [1 ]
机构
[1] Inst Super Tecn, Dept Comp Engn, Lisbon, Portugal
关键词
Videogames; flow; performance; adaptable gameplay; psychophysiology; EXPERIENCE;
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This work studies the relevance of flow in gameplay adaptability and how it may offer a better gaming experience, since it provides a better enjoyment of an activity. We developed a first-person shooter video game that adapts its in -game difficulty and environmental settings based on a representation of the mental state of the user to keep a balance between the skills of the player and the challenge of the game. The mental state of the player is measured with their physiological signals, namely the heart rate and the beta band of the brainwaves, and we distinguish the mental state of the player with an accuracy of 87%. We also conducted an evaluation using self-perceived flow and in -game scores as metrics to compare the mental state-based adaptability with a performance-based version. Results show that the latter provided a better gaming experience, suggesting that further research is needed to fully understand the relation of flow and gameplay on FPS games.
引用
收藏
页数:8
相关论文
共 50 条
  • [31] Intelligent Adaptation of Difficulty and NPC Behavior in Serious Video Games for Learning
    Bontchev, Boyan
    Naydenov, Ivan
    Adamov, Ilko
    IFAC PAPERSONLINE, 2024, 58 (03): : 187 - 192
  • [32] EasyAffecta: A framework to develop serious games for virtual rehabilitation with affective adaptation
    Renan V. Aranha
    Marcos L. Chaim
    Carlos B. M. Monteiro
    Talita D. Silva
    Francisca A. A. C. Guerreiro
    Willian S. Silva
    Fátima L. S. Nunes
    Multimedia Tools and Applications, 2023, 82 : 2303 - 2328
  • [33] Evolutionary Dynamic Scripting: Adaptation of Expert Rule Bases for Serious Games
    Kop, Reinier
    Toubman, Armon
    Hoogendoorn, Mark
    Roessingh, Jan Joris
    CURRENT APPROACHES IN APPLIED ARTIFICIAL INTELLIGENCE, 2015, 9101 : 53 - 62
  • [34] An Approach for Automatic Adaptation of Serious Games Applied to Virtual Motor Rehabilitation
    Kira, Alexandre
    Pontes, Rodrigo G.
    Araujo, Luciano, V
    Monteiro, Carlos B. M.
    Uribe-Quevedo, Alvaro
    Nunes, Fatima L. S.
    2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024, 2024,
  • [35] Guest Editorial: Special Issue on Serious Games for Health
    Duque, Duarte
    Vilaca, Joao L.
    Zielke, Marjorie A.
    Dias, Nuno
    Rodrigues, Nuno F.
    Thawonmas, Ruck
    IEEE TRANSACTIONS ON GAMES, 2020, 12 (04) : 337 - 340
  • [36] Serious Games 2014: International Workshop on Serious Games
    Effelsberg, Wolfgang
    Goebel, Stefan
    PROCEEDINGS OF THE 2014 ACM CONFERENCE ON MULTIMEDIA (MM'14), 2014, : 1265 - 1266
  • [37] Serious Games in Health Care Based on Multimedia Technologies
    Samcovic, Andrej A.
    Antoni-Jaume-i-Capo
    2013 21ST TELECOMMUNICATIONS FORUM (TELFOR), 2013, : 757 - +
  • [38] Serious Games in Mental Health Treatment: Review of Literature
    Yusof, Norhana
    Rias, Riaza Mohd
    Yusoff, Eizwan Hamdie
    PROCEEDING OF KNOWLEDGE MANAGEMENT INTERNATIONAL CONFERENCE (KMICE) 2014, VOLS 1 AND 2, 2014, : 595 - 599
  • [39] Proposal of an Extended Taxonomy of Serious Games for Health Rehabilitation
    Rego, Paula Alexandra
    Moreira, Pedro Miguel
    Reis, Luis Paulo
    GAMES FOR HEALTH JOURNAL, 2018, 7 (05) : 302 - 309
  • [40] Introduction to the past, present and future of serious games (for health)
    Tolks, Daniel
    Dadaczynski, Kevin
    Horstmann, David
    PRAVENTION UND GESUNDHEITSFORDERUNG, 2018, 13 (04): : 272 - 279