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EmoGames 2012 - Emotion in Games for learning

Workshop held in conjunction with ITS 2012: Computer games research has recently experienced the adoption of its own technological advancements (rich interactivity, 3D graphical visualisation and role playing game-style incentive structures) by an increasing number of domains (e-commerce, news reading, web 2.0 services, and human-computer interfaces). The capability of games delivering enhanced user immersion and engagement defines the driving force behind this adoption. Inevitably, games are unique elicitors of emotion and the study of user experience in those environments is of paramount importance for the understanding of game play internal mechanics. In this framework, games are increasingly used in learning, both in formal education and in teaching social and/or vocational skills, putting into action higher-level psychological concepts, such as attention, engagement and flow, and introducing modern reward systems to make game play more appealing.

What Workshop
When 2012-06-14 to
2012-06-18
Where Chania, Crete, Greece
Contact Name Georgios Yannakakis et al. (Workshop Organizers)
Contact Email
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Topics include:

  • Natural interaction in games
    • controlling games with hand and body gestures, body stance, facial expressions, gaze and physiology
    • speech recognition and prosody analysis of players
    • mapping low-level cues to affect and emotion
    • mapping non-verbal cues to player satisfaction
  • Emotion in player experience
    • affective player modelling
    • artificial and computational intelligence for modelling player experience
    • adapting to player affect/player experience
    • adaptive learning and player experience
    • affect-driven procedural content generation
  • Emotion modelling in non-player characters
    • emotion synthesis for affective non-player characters
    • modelling effects of emotions on non-player character decision-making
    • affective influences on task and objectives planning for non-player characters
    • alternatives for expressing emotions in non-player characters
  • Higher-level concepts
    • alternatives for expressing emotions in non-player characters
    • maximising user engagement
    • social context awareness and adaptation
    • psychology of gaming
    • ethics and morality in player and non-player characters
  • Game-based corpora (naturally evoked or induced emotion)
  • Games for learning
    • Emotion and affect in user studies and user-centred evaluation
    • Designing for special needs
    • Reward systems and transfer in games
    • User modelling (vocational vs. children games, formal education vs. social skills, etc.)

More information about this event…

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