Emotion in Games

Theory and Praxis

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, Health & Well Being, Medical, Specialties, Internal Medicine, Neuroscience, Science & Nature, Science
Cover of the book Emotion in Games by , Springer International Publishing
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Author: ISBN: 9783319413167
Publisher: Springer International Publishing Publication: November 2, 2016
Imprint: Springer Language: English
Author:
ISBN: 9783319413167
Publisher: Springer International Publishing
Publication: November 2, 2016
Imprint: Springer
Language: English

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 fields of game research, affective computing, human computer interaction, and artificial intelligence.

 

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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 fields of game research, affective computing, human computer interaction, and artificial intelligence.

 

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