Affective video games: Difference between revisions

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'''Affective videogames''' are those where player and game interchange [[Affect (psychology)|affect]]ive signals. They differ from traditional games, which may be designed to cause emotional responses in users, but seldom have access to the player's emotional state; this state may be accessed by using [[biofeedback]] devices.<ref>{{cite conference |title=Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me |first1=Kiel Mark |last1=Gilleade |first2=Alan |last2=Dix |first3=Jen |last3=Allanson |year=2005 |conference=Proc. [[Digital Games Research Association|DiGRA]] Conf. |url=http://comp.eprints.lancs.ac.uk/1057/1/Gilleade_Affective_Gaming_DIGRA_2005.pdf}}</ref> A particularly simple form of biofeedback is available through [[gamepad]]s that measures the pressure with which a button is pressed: this has been shown to correlate strongly with the players' level of [[arousal]].<ref>{{cite doi|10.1145/765891.765957}}</ref>
'''Affective videogames''' are those where player and game interchange [[Affect (psychology)|affect]]ive signals. They differ from traditional games, which may be designed to cause emotional responses in users, but seldom have access to the player's emotional state; this state may be accessed by using [[biofeedback]] devices.<ref>{{cite conference |title=Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me |first1=Kiel Mark |last1=Gilleade |first2=Alan |last2=Dix |first3=Jen |last3=Allanson |year=2005 |conference=Proc. [[Digital Games Research Association|DiGRA]] Conf. |url=http://comp.eprints.lancs.ac.uk/1057/1/Gilleade_Affective_Gaming_DIGRA_2005.pdf}}</ref> A particularly simple form of biofeedback is available through [[gamepad]]s that measures the pressure with which a button is pressed: this has been shown to correlate strongly with the players' level of [[arousal]];<ref>{{cite doi|10.1145/765891.765957}}</ref> at the other end of the scale are [[brain–computer interface]]s.<ref>{{cite doi|10.1016/j.entcom.2009.09.007}}</ref><ref>{{cite doi|10.1007/978-3-642-02315-6_23}}</ref>


Affective games have been used in medical research to support the emotional development of [[autism|autistic]] children.<ref>{{cite pmid|19592726}}</ref>
Affective games have been used in medical research to support the emotional development of [[autism|autistic]] children.<ref>{{cite pmid|19592726}}</ref>

Revision as of 14:23, 3 April 2015

Affective videogames are those where player and game interchange affective signals. They differ from traditional games, which may be designed to cause emotional responses in users, but seldom have access to the player's emotional state; this state may be accessed by using biofeedback devices.[1] A particularly simple form of biofeedback is available through gamepads that measures the pressure with which a button is pressed: this has been shown to correlate strongly with the players' level of arousal;[2] at the other end of the scale are brain–computer interfaces.[3][4]

Affective games have been used in medical research to support the emotional development of autistic children.[5]

History

As of 2013 there are different games on this genre for different platforms, in this category or genre of games can be included:

  • Big Huggin' (For PC): It is a videogame designed and based on Critical Design, and at difference of classic videogames, it its not controlled by mouse or keyboards, at it is not intended to promote violence. The control of the game is based on hugs made to a 30-inch custom Teddy Bear that is used instead of controls.[6]
  • Leslie Lover (For Android)
  • Stolen Kisses (For Android).

See also

References

  1. ^ Gilleade, Kiel Mark; Dix, Alan; Allanson, Jen (2005). Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (PDF). Proc. DiGRA Conf.
  2. ^ Attention: This template ({{cite doi}}) is deprecated. To cite the publication identified by doi:10.1145/765891.765957, please use {{cite journal}} (if it was published in a bona fide academic journal, otherwise {{cite report}} with |doi=10.1145/765891.765957 instead.
  3. ^ Attention: This template ({{cite doi}}) is deprecated. To cite the publication identified by doi:10.1016/j.entcom.2009.09.007, please use {{cite journal}} (if it was published in a bona fide academic journal, otherwise {{cite report}} with |doi=10.1016/j.entcom.2009.09.007 instead.
  4. ^ Attention: This template ({{cite doi}}) is deprecated. To cite the publication identified by doi:10.1007/978-3-642-02315-6_23, please use {{cite journal}} (if it was published in a bona fide academic journal, otherwise {{cite report}} with |doi=10.1007/978-3-642-02315-6_23 instead.
  5. ^ Attention: This template ({{cite pmid}}) is deprecated. To cite the publication identified by PMID 19592726, please use {{cite journal}} with |pmid=19592726 instead.
  6. ^ "Big Huggin". gameartshow.siggraph.org. Retrieved 2015-04-02.