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Affect-based adaptation of an applied video game for educational purposes

Affect-based adaptation of an applied video game for educational purposes <jats:sec> <jats:title content-type="abstract-subheading">Purpose</jats:title> <jats:p>This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for Gold” game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and facial expressions of the player. The game applies linear regression for calculating playing styles to be applied for achieving a style-based adaptation in other educational video games.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Design/methodology/approach</jats:title> <jats:p>The experimental procedure included subject selection, demonstration, informed consent procedure, two game sessions in random order – one without and another with affective adaptation control – and post-game self-report. The experiment was conducted with participation of 30 master students and university lecturers in informatics.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Findings</jats:title> <jats:p>This study presents experimental results concerning the impact of affective adaptation over playing style recognition, game session time, task’s effectiveness, efficiency and difficulty and, as well, player’s assessment of affectively adaptive gameplay obtained by an adaptation control panel embedded into the game and by post-game self-report.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Research limitations/implications</jats:title> <jats:p>The proposed adaptive game limits recognised styles to such based on the Kolb’s Learning Style Inventory model. Another limitation of the study is the relatively small number of participants constrained by the extended experimental procedure and the desktop game version.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Originality/value</jats:title> <jats:p>The paper presents an original research on the effect of affect-based adaptation on a novel approach for implicit recognition of playing styles.</jats:p> </jats:sec> http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Interactive Technology and Smart Education CrossRef

Affect-based adaptation of an applied video game for educational purposes

Interactive Technology and Smart Education , Volume 14 (1): 31-49 – Apr 18, 2017

Affect-based adaptation of an applied video game for educational purposes


Abstract

<jats:sec>
<jats:title content-type="abstract-subheading">Purpose</jats:title>
<jats:p>This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for Gold” game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and facial expressions of the player. The game applies linear regression for calculating playing styles to be applied for achieving a style-based adaptation in other educational video games.</jats:p>
</jats:sec>
<jats:sec>
<jats:title content-type="abstract-subheading">Design/methodology/approach</jats:title>
<jats:p>The experimental procedure included subject selection, demonstration, informed consent procedure, two game sessions in random order – one without and another with affective adaptation control – and post-game self-report. The experiment was conducted with participation of 30 master students and university lecturers in informatics.</jats:p>
</jats:sec>
<jats:sec>
<jats:title content-type="abstract-subheading">Findings</jats:title>
<jats:p>This study presents experimental results concerning the impact of affective adaptation over playing style recognition, game session time, task’s effectiveness, efficiency and difficulty and, as well, player’s assessment of affectively adaptive gameplay obtained by an adaptation control panel embedded into the game and by post-game self-report.</jats:p>
</jats:sec>
<jats:sec>
<jats:title content-type="abstract-subheading">Research limitations/implications</jats:title>
<jats:p>The proposed adaptive game limits recognised styles to such based on the Kolb’s Learning Style Inventory model. Another limitation of the study is the relatively small number of participants constrained by the extended experimental procedure and the desktop game version.</jats:p>
</jats:sec>
<jats:sec>
<jats:title content-type="abstract-subheading">Originality/value</jats:title>
<jats:p>The paper presents an original research on the effect of affect-based adaptation on a novel approach for implicit recognition of playing styles.</jats:p>
</jats:sec>

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Publisher
CrossRef
ISSN
1741-5659
DOI
10.1108/itse-07-2016-0023
Publisher site
See Article on Publisher Site

Abstract

<jats:sec> <jats:title content-type="abstract-subheading">Purpose</jats:title> <jats:p>This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for Gold” game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and facial expressions of the player. The game applies linear regression for calculating playing styles to be applied for achieving a style-based adaptation in other educational video games.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Design/methodology/approach</jats:title> <jats:p>The experimental procedure included subject selection, demonstration, informed consent procedure, two game sessions in random order – one without and another with affective adaptation control – and post-game self-report. The experiment was conducted with participation of 30 master students and university lecturers in informatics.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Findings</jats:title> <jats:p>This study presents experimental results concerning the impact of affective adaptation over playing style recognition, game session time, task’s effectiveness, efficiency and difficulty and, as well, player’s assessment of affectively adaptive gameplay obtained by an adaptation control panel embedded into the game and by post-game self-report.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Research limitations/implications</jats:title> <jats:p>The proposed adaptive game limits recognised styles to such based on the Kolb’s Learning Style Inventory model. Another limitation of the study is the relatively small number of participants constrained by the extended experimental procedure and the desktop game version.</jats:p> </jats:sec> <jats:sec> <jats:title content-type="abstract-subheading">Originality/value</jats:title> <jats:p>The paper presents an original research on the effect of affect-based adaptation on a novel approach for implicit recognition of playing styles.</jats:p> </jats:sec>

Journal

Interactive Technology and Smart EducationCrossRef

Published: Apr 18, 2017

References