Affective Gaming And Ghosts In The Machine 22
Thanks to the IGDA for its 'Ivory Tower' column discussing the concept of 'affective gaming' - provoking more intense emotions in videogame players. The academic-authored piece reveals: "At Glasgow Caledonian University, we are currently looking specifically at those environments which are renowned for producing supernatural experiences. By modelling and adapting reputedly haunted places in Edinburgh, UK we have been able to create game environments which evoke ghostlike experience for approximately 60% of people who experience it." They also claim game creators could change content based on the gamer's mood, since "...the affective state of the player can be determined by how they use the gamepad. Not only does the pressure of button depression indicate the level of player arousal, but also the rate at which a button is pressed and eventually released indicates the emotion felt by a player."
Whoah, don't let Liberman see this (Score:4, Funny)
This article is rated M for mature.
This demonstrates that ghosts are hogwash? (Score:4, Interesting)
But then, when one talks about ghosts, a sense of the ridiculous is sometimes necessary...
Re:This demonstrates that ghosts are hogwash? (Score:2, Insightful)
in the computer model there are factors that adapt to its player. also they stated that it passed on the "feeling" to 60% of the players. is that the same 40% that is a sceptic in normal life? the same 40% that sleeps in haunted or creepy places without problems? or is the 40% indicating that the modelling dudes have a lot of work left to do?
this gives me the "feeling" for a situation to be spooky, besides other factors, environmental adaptation seems mandatory. id love to h
Re:This demonstrates that ghosts are hogwash? (Score:3, Interesting)
This is also a side-point to the essence of the article. By producing an environment which stimulates such an encounter (simple example, the strategy of being a terrorist/counter-terrotist in Counter-Strike)
Re:This demonstrates that ghosts are hogwash? (Score:2, Interesting)
Re:This demonstrates that ghosts are hogwash? (Score:1)
Dynamic Content (Score:5, Funny)
"Hmm, we're just not getting the right emotional state out of this guy... Mesh Engine, can you go up a cup-size or two on that one?
Re:Dynamic Content (Score:1)
lol (Score:2, Interesting)
Panic or Boredom? (Score:4, Interesting)
Also I'd love to see the game guide that has to tell players how to cheat the emotional detection system!
Re:Panic or Boredom? (Score:4, Funny)
Once or twice, yes. The few games I play already seem to have emotion detection built-in: I hit the <Esc> key, and the game fires up its neural network simulator and usually comes to the conclusion: "Hmm, the player seems to be bored with this bit. Maybe I'd better get back to the action."
Greatest emotional response from a game (Score:4, Funny)
The greatest emotional response I have ever gotten out of a game, was playing Eternal Darkness on the Gamecube. Anybody who has played the game will know how the insanity system not only affects the character but the player.
After playing a few hours I go to save and end up deleting the file. Ooops wrong button. Then I see all the save games in my directory get deleted. SON OF A ******. Controller flies out of my hand, then the screen flashes back to reality... the save games are there, darn machine tricked me!Re:Greatest emotional response from a game (Score:1)
The bit I found most interesting was the idea that the game could force you into a certain mood. I can see that being really useful.
Emotional Response (Score:3, Insightful)
Re:Emotional Response (Score:2)
Re:Emotional Response (Score:2)
Just a random idea... (Score:1)
Re:Just a random idea... (Score:2)
I'm an emotional player (Score:2)
It'd be really cool if games would give me some biofeedback.
(-1,Worthless)