Please use this identifier to cite or link to this item: /library/oar/handle/123456789/146287
Title: Affective game computing : a survey
Authors: Yannakakis, Georgios N.
Melhart, David
Keywords: Artificial emotional intelligence
Video games
Computer games -- Psychological aspects
Human-computer interaction
Emotions
Emotion recognition
Video games -- Design
Issue Date: 2023
Publisher: IEEE
Citation: Yannakakis, G. N., & Melhart, D. (2023). Affective game computing: A survey. Proceedings of the IEEE, 111(10), 1423-1444.
Abstract: This article surveys the current state-of-the-art in affective computing (AC) principles, methods, and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the affective loop: game affect elicitation, game affect sensing, game affect detection, and game affect adaptation. In addition, we provide a taxonomy of terms, methods, and approaches used across the four phases of the affective game loop and situate the field within this taxonomy. We continue with a comprehensive review of available affect data collection methods with regard to gaming interfaces, sensors, annotation protocols, and available corpora. This article concludes with a discussion on the current limitations of affective game computing and our vision for the most promising future research directions in the field.
URI: https://www.um.edu.mt/library/oar/handle/123456789/146287
Appears in Collections:Scholarly Works - InsDG

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