Player behaviour metrics for adjusting content in VR games: the case of fear

被引:3
|
作者
Palma, Stefano [1 ]
Ripamonti, Laura Anna [1 ]
Borghese, Nunzio Alberto [1 ]
Maggiorini, Dario [1 ]
Gadia, Davide [1 ]
机构
[1] Univ Milan, Dept Comp Sci, Milan, Italy
关键词
video game design; fear; Dynamic Difficulty Adjustment; (DDA); player metrics; Experience-Driven Procedural Content Generation (EDPCG); video games; Virtual Reality (VR); EMOTIONS; HORROR;
D O I
10.1145/3464385.3464705
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Video games are complex multidisciplinary artefacts, that more and more include sophisticated narrative content able to leverage emotions in players. Due to their interactive nature, they should meet the expectation of a diversified audience. Till now the problem of automatically adapting content to players have focused mainly on gameplay-related aspects, and too few attentions have been devoted to track players emotions to adjust coherently the narrative of the game. This issue becomes more evident in Virtual Reality (VR) based games, in which the immersivity is drastically emphasized, and for specific game-genres, such as horror games. We have tackled this issue by designing and developing a system that tracks the behaviour of the players to adapt the content of a horror VR game, increasing or decreasing drastically its frightening elements according to how much a specific player "likes to be scared". We have then tested our proposed solution with a sample of players, obtaining some preliminary encouraging results.
引用
收藏
页数:6
相关论文
共 50 条
  • [1] Beyond Horror and Fear: Exploring Player Experience Invoked by Emotional Challenge in VR Games
    Peng, Xiaolan
    Huang, Jin
    Li, Linghan
    Gao, Chen
    Chen, Hui
    Tian, Feng
    Wang, Hongan
    CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2019,
  • [2] How the Emotional Content of Music Affects Player Behaviour and Experience in Video Games
    Roberts, Joshua
    Wuertz, Jason
    Birk, Max V.
    Bateman, Scott
    Rea, Daniel J.
    2024 IEEE GAMING, ENTERTAINMENT, AND MEDIA CONFERENCE, GEM 2024, 2024, : 176 - 181
  • [3] Controlling VR games: control schemes and the player experience
    Martel, Erin
    Muldner, Kasia
    ENTERTAINMENT COMPUTING, 2017, 21 : 19 - 31
  • [4] Fear and loathing in VR: the emotional and physiological effects of immersive games
    Jeroen S. Lemmens
    Monika Simon
    Sindy R. Sumter
    Virtual Reality, 2022, 26 : 223 - 234
  • [5] Fear and loathing in VR: the emotional and physiological effects of immersive games
    Lemmens, Jeroen S.
    Simon, Monika
    Sumter, Sindy R.
    VIRTUAL REALITY, 2022, 26 (01) : 223 - 234
  • [6] Control of Enemies' Behaviors According to the Player's Field of View in VR Games
    Mikami, Koji
    Suganuma, Tatsuya
    2018 NICOGRAPH INTERNATIONAL (NICOINT 2018), 2018, : 85 - 85
  • [7] Comparative Evaluation of the EEG Performance Metrics and Player Ratings on the Virtual Reality Games
    Paranthaman, Pratheep Kumar
    Bajaj, Nikesh
    Solovey, Nicholas
    Jennings, David
    2021 IEEE CONFERENCE ON GAMES (COG), 2021, : 604 - 611
  • [8] Two-player stochastic games II: The case of recursive games
    Vieille, N
    ISRAEL JOURNAL OF MATHEMATICS, 2000, 119 (1) : 93 - 126
  • [9] Two-player stochastic games II: The case of recursive games
    Nicolas Vieille
    Israel Journal of Mathematics, 2000, 119 : 93 - 126
  • [10] The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror Games
    Graf, Linda
    Emmerich, Katharina
    Liszio, Stefan
    Masuch, Maic
    PROCEEDINGS OF THE 19TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES, FDG 2024, 2024,