Abstract:
A challenging research issue which has gained far-fetched traction in regards to the
game development industry is the incorporation of emotions into gaming systems.
In this regard, we propose an Emotion Controlled Dynamic Content Adjustment
methodology. With this aim we attempt to nd a comparison of a player's emo-
tional state, the emotions induced by the game he is playing and the amount
of engagement he is experiencing with the game. While many games use Dy-
namic Di culty Adjustment techniques to incorporate emotion into the game,
this approach has certain limitations and barriers which obstructs players from
being completely engaged with the game. We propose ECDCA to overcome those
limitations.
This thesis categorizes videos and games based on the emotions elicited by them.
Then we attempt to take the engagement readings of players in di erent com-
binations of videos followed by games with di erent emotional responses. Thus,
we hope to prove that emotionally di erent contents can a ect current emotional
state. We also attempt to provide a mapping table of which emotional content
achieves maximum engagement response at the given emotional state of a player.
Keywords: A ective gaming, Emotion Controlled Dynamic Di culty
adjustment (ECDCA), Flow, Engagement, Emotion Elicitation.