04901nam 22007335 450 991014948980332120200701105138.010.1007/978-3-319-41316-7(CKB)3710000000928149(DE-He213)978-3-319-41316-7(MiAaPQ)EBC4732619(PPN)197139647(EXLCZ)99371000000092814920161103d2016 u| 0engurnn|008mamaatxtrdacontentcrdamediacrrdacarrierEmotion in Games Theory and Praxis /edited by Kostas Karpouzis, Georgios N. Yannakakis1st ed. 2016.Cham :Springer International Publishing :Imprint: Springer,2016.1 online resource (XV, 338 p. 43 illus., 32 illus. in color.) Socio-Affective Computing,2509-5706 ;43-319-41314-7 3-319-41316-3 Includes bibliographical references at the end of each chapters and index.Foreword -- Preface -- Part I Theory -- The Aesthetic Motives of Play -- Affect Channel Model of Evaluation in the context of digital games -- Affective Involvement in Digital Games -- PART II - Emotion Modelling and Affect-Driven Adaptation -- Multimodal sensing in affective gaming -- Emotion Modelling via Speech Content and Prosody – in Computer Games and Elsewhere -- Comparing two commercial brain computer interfaces for serious games and virtual environments -- Psychophysiology in Games -- Emotion and Attitude Modeling for Non-player Characters -- Emotion-driven Level Generation -- Emotion-Driven Narrative Generation -- Game Cinematography: from Camera Control to Player Emotions -- From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games -- Emotional Appraisal Engines for Games -- Part III Applications -- Emotion and Body-based Games: Overview and Opportunities -- Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD -- Understanding and Designing for Conflict Learning Through Games -- Games robots play: once more, with feeling -- Lovotics: Love and Sex with Robots -- Index.The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence. .Socio-Affective Computing,2509-5706 ;4NeurosciencesUser interfaces (Computer systems)Educational technologyArtificial intelligenceApplication softwareEducation—Data processingNeuroscienceshttps://scigraph.springernature.com/ontologies/product-market-codes/B18006User Interfaces and Human Computer Interactionhttps://scigraph.springernature.com/ontologies/product-market-codes/I18067Educational Technologyhttps://scigraph.springernature.com/ontologies/product-market-codes/O21000Artificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Computer Appl. in Social and Behavioral Scienceshttps://scigraph.springernature.com/ontologies/product-market-codes/I23028Computers and Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/I24032Neurosciences.User interfaces (Computer systems).Educational technology.Artificial intelligence.Application software.Education—Data processing.Neurosciences.User Interfaces and Human Computer Interaction.Educational Technology.Artificial Intelligence.Computer Appl. in Social and Behavioral Sciences.Computers and Education.794.81536Karpouzis Kostasedthttp://id.loc.gov/vocabulary/relators/edtYannakakis Georgios Nedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910149489803321Emotion in Games2526681UNINA