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Affective Gaming:  Making Games More Engaging by Adding Emotion WPI 1 October 2009 Eva Hudlicka Psychometrix Associates Blacksburg, VA [email_address] psychometrixassociates.com
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
Where We Are Now ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
In Terms of the Full Potential of Gaming.. We Are About Here…
To Achieve the “next big leap” ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Emotions Are Key Factors in Both   “Play” & “Work” ,[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
So What ARE Emotions? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Roles of Emotions Intrapsychic Interpersonal WHAT?  * Social coordination * Rapid communication of behavioral intent; HOW?  Express emotions via: -Facial expression -Speech (content & properties) -Gesture, Posture -Specific actions WHAT?  * Motivation * Homeostasis  * Adaptive behavior  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How Do We Recognize an Emotion if We See One?  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Emotion Generation via Appraisal Stimuli Recalled Perceived Imagined Appraisal Process Emotions Existing emotions,  moods, traits (personality) Goals (desires, values, standards) Beliefs, Expectations
What Does Emotion Do Once It’s Been Generated?
Emotion Effects on Cognition  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Emotion Effects on Behavior Emotion Facial  expression Gestures Posture Behavior Blah blah blah
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
Affective Computing ,[object Object],[object Object],[object Object],[object Object],[object Object]
KISMET -  Cynthia Breazeal, MIT Media Lab
Max - Becker-Asano et al.
Affective Computing Includes… ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Central Role of Affective Models MAX (Becker, Prendinger et al.) Breazeal De Rosis Affective Models
Methods & Techniques Relevant for Affect-Focused Game Design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
Affective Agent Architectures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How Difficult Is This? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Affective Architectures Control Agent Behavior Effects of Emotions (on cognition & behavior) Generation of Emotions  (via cognitive appraisal) Agent Architecture Emotions Stimuli
Computational Tasks for Appraisal Models Stimuli ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Emotions
How Do We Do It? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Black Box Models Directly map stimuli onto emotions: Character gains points ---> Happy Character loses points ---> Sad Character outsmarted ---> Angry Character ridiculed --> ?????   Ooops!  No rule for that one Now what?
Emotion Generation via Appraisal Stimuli Appraisal Variables Recalled Perceived Imagined ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Cognitive Appraisal Process Emotions
STIMULI Novelty Valence Goal relevance Outcome probability Urgency Goal  congruence Agency Coping potential Norms high high v. high low other low low high FEAR Componential View:  Appraisal Variables
Stimuli -->  Appraisal Variables --> Emotion(s) This is the difficult part! N-Dim  Appraisal  Vector Distance measure (Euclidean dist.) World & Self  Emotions ? N-Dim  Emotion  Space
Stimuli --> Appraisal Variables   --> Emotion(s) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],World & Self
Modeling Emotion Effects on Attention, Perception & Cognition Effects of Emotions (on cognition) Cognitive-Affective Architecture Situations Expectations Goals Cognitive  Appraisal Emotions Stimuli
Emotion Effects in a Game Context ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],NPC Supplies (1) Friend (2) Enemy (3)
Computational Tasks for Modeling Emotion Effects Emotion(s) ,[object Object],[object Object],[object Object],Effect(s) ,[object Object],[object Object],[object Object],[object Object],[object Object]
Emotions As Distinct Modes of Processing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Modeling Methodology: Overview (Hudlicka, MAMID) Individual Differences individual  behavior influenced by ... ‘ Ignore friend’  vs. ‘ Ask for help’  vs. ‘ Kill (by mistake)’ Architecture  Parameter Calculation Cognitive-Affective Architecture   Cognitive-Affective  Architecture Parameters architecture processing  controlled by..... Behavior Outputs different individual  profiles manifested  in terms of different
Possible NPC Architecture & Constructs (Hudlicka, MAMID) Cues Actions Attention Cues: State of the world (“Enemy seen” “ Resources adequate”) Situation  Assessment Situations: Perceived state ( “Able to capture enemy”   ) Expectation Generator Expectations: Expected state  (“Enemy successfully captured”; “ Game points gained”; “Game won”) Goal Manager Goals: Desired state (“Game points high”) Action  Selection Actions: to accomplish goals  (“Capture enemy”) Affect Appraiser Affective state & emotions : Valence:  Positive Happiness:  High Anxiety:  Low
Personality & Emotions As Parameters   Traits Extraversion  Stability Conscientiousness Aggressiveness   STATES / TRAITS   Processing Structural Module Parameters Construct parameters Architecture topology Long-term memory speed,   capacity Cue selection & delay …. Data flow among modules Content &   structure Affective States Anxiety  Anger Sadness Joy COGNITIVE  ARCHITECTURE Attention Action  Selection Situation  Assessment Goal Manager Expectation Generator Affect Appraiser ARCHITECTURE PARAMETERS
Modeling Threat Bias Processing Parameters - Cue selection - Interpretive biases ... Process  Threat cues   Process Threatening interpretations Traits Low   Stability MAMID   TRAITS /  EMOTIONS   COGNITIVE  ARCHITECTURE PARAMETERS COGNITIVE  ARCHITECTURE Attention Action  Selection Situation  Assessment Goal Manager Expectation Generator Emotion  Generation Emotions Higher  Anxiety / Fear Predisposes towards Preferential processing of  Threatening stimuli Threat constructs Rated more highly
Parameter Value Calculation ,[object Object],[object Object],Threat Salience Confidence Valence /  Emotional Stability Rank
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
Future Games Need To… ,[object Object],[object Object],[object Object],[object Object]
Affect-Focused Game Design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Questions? affectivegaming.org Broekens & Hudlicka

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Making Games More Engaging by Adding Emotion

  • 1. Affective Gaming: Making Games More Engaging by Adding Emotion WPI 1 October 2009 Eva Hudlicka Psychometrix Associates Blacksburg, VA [email_address] psychometrixassociates.com
  • 2.
  • 3.
  • 4. In Terms of the Full Potential of Gaming.. We Are About Here…
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
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  • 11. Emotion Generation via Appraisal Stimuli Recalled Perceived Imagined Appraisal Process Emotions Existing emotions, moods, traits (personality) Goals (desires, values, standards) Beliefs, Expectations
  • 12. What Does Emotion Do Once It’s Been Generated?
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  • 14. Emotion Effects on Behavior Emotion Facial expression Gestures Posture Behavior Blah blah blah
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  • 17. KISMET - Cynthia Breazeal, MIT Media Lab
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  • 20. Central Role of Affective Models MAX (Becker, Prendinger et al.) Breazeal De Rosis Affective Models
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  • 25. Affective Architectures Control Agent Behavior Effects of Emotions (on cognition & behavior) Generation of Emotions (via cognitive appraisal) Agent Architecture Emotions Stimuli
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  • 28. Black Box Models Directly map stimuli onto emotions: Character gains points ---> Happy Character loses points ---> Sad Character outsmarted ---> Angry Character ridiculed --> ????? Ooops! No rule for that one Now what?
  • 29.
  • 30. STIMULI Novelty Valence Goal relevance Outcome probability Urgency Goal congruence Agency Coping potential Norms high high v. high low other low low high FEAR Componential View: Appraisal Variables
  • 31. Stimuli --> Appraisal Variables --> Emotion(s) This is the difficult part! N-Dim Appraisal Vector Distance measure (Euclidean dist.) World & Self Emotions ? N-Dim Emotion Space
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  • 33. Modeling Emotion Effects on Attention, Perception & Cognition Effects of Emotions (on cognition) Cognitive-Affective Architecture Situations Expectations Goals Cognitive Appraisal Emotions Stimuli
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  • 37. Modeling Methodology: Overview (Hudlicka, MAMID) Individual Differences individual behavior influenced by ... ‘ Ignore friend’ vs. ‘ Ask for help’ vs. ‘ Kill (by mistake)’ Architecture Parameter Calculation Cognitive-Affective Architecture Cognitive-Affective Architecture Parameters architecture processing controlled by..... Behavior Outputs different individual profiles manifested in terms of different
  • 38. Possible NPC Architecture & Constructs (Hudlicka, MAMID) Cues Actions Attention Cues: State of the world (“Enemy seen” “ Resources adequate”) Situation Assessment Situations: Perceived state ( “Able to capture enemy” ) Expectation Generator Expectations: Expected state (“Enemy successfully captured”; “ Game points gained”; “Game won”) Goal Manager Goals: Desired state (“Game points high”) Action Selection Actions: to accomplish goals (“Capture enemy”) Affect Appraiser Affective state & emotions : Valence: Positive Happiness: High Anxiety: Low
  • 39. Personality & Emotions As Parameters Traits Extraversion Stability Conscientiousness Aggressiveness STATES / TRAITS Processing Structural Module Parameters Construct parameters Architecture topology Long-term memory speed, capacity Cue selection & delay …. Data flow among modules Content & structure Affective States Anxiety Anger Sadness Joy COGNITIVE ARCHITECTURE Attention Action Selection Situation Assessment Goal Manager Expectation Generator Affect Appraiser ARCHITECTURE PARAMETERS
  • 40. Modeling Threat Bias Processing Parameters - Cue selection - Interpretive biases ... Process Threat cues Process Threatening interpretations Traits Low Stability MAMID TRAITS / EMOTIONS COGNITIVE ARCHITECTURE PARAMETERS COGNITIVE ARCHITECTURE Attention Action Selection Situation Assessment Goal Manager Expectation Generator Emotion Generation Emotions Higher Anxiety / Fear Predisposes towards Preferential processing of Threatening stimuli Threat constructs Rated more highly
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Notas del editor

  1. Animated for clarity