Abstract
Recognizing players' aective state while playing video games
has been the focus of many recent research studies. In this paper we describe
the process that has been followed to build a corpus based on
game events and recorded video sessions from human players while playing
Super Mario Bros. We present dierent types of information that
have been extracted from game context, player preferences and perception
of the game, as well as user features, automatically extracted from
video recordings.We run a number of initial experiments to analyse players'
behavior while playing video games as a case study of the possible
use of the corpus.
has been the focus of many recent research studies. In this paper we describe
the process that has been followed to build a corpus based on
game events and recorded video sessions from human players while playing
Super Mario Bros. We present dierent types of information that
have been extracted from game context, player preferences and perception
of the game, as well as user features, automatically extracted from
video recordings.We run a number of initial experiments to analyse players'
behavior while playing video games as a case study of the possible
use of the corpus.
Originalsprog | Engelsk |
---|---|
Titel | ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction |
Antal sider | 10 |
Vol/bind | II |
Forlag | Springer |
Publikationsdato | 2011 |
Sider | 547-556 |
ISBN (Trykt) | 978-3-642-24570-1 |
Status | Udgivet - 2011 |
Emneord
- Affective state recognition
- Video games
- Game events
- Player behavior
- Corpus analysis