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Augmenting virtual spaces: affective feedback in computer games

Augmenting virtual spaces: affective feedback in computer games

Cunningham, Stuart, Henry, John and Weinel, Jonathan ORCID: 0000-0001-5347-3897 (2020) Augmenting virtual spaces: affective feedback in computer games. In: Earnshaw, R., Liggett, S., Excell, P. and Thalmann, D., (eds.) Technology, Design and the Arts - Opportunities and Challenges. Springer Series on Cultural Computing . Springer, Cham, pp. 229-247. ISBN 978-3-030-42099-4 ; 978-3-030-42096-3 ; 978-3-030-42097-0 (doi:https://doi.org/10.1007/978-3-030-42097-0_13)

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Abstract

Computer games can be considered a form of art insomuch as they are critiqued, revered and collected for their aesthetics in addition to their ludic qualities. Perhaps most significantly, computer games incite a plethora of emotional responses in their players as a deliberate and defining mechanism. However, unlike other forms of traditional media and art, another key feature of games is their intrinsic interactivity, reliance upon technology and non-linearity. These traits make them particularly noteworthy if one wishes to consider how art forms might respond and adapt to their audience’s emotions. The field of affective computing has been developing for several decades and many of its applications have been in the analysis and modelling of emotional responses to forms of media, such as music and film. In gaming, recent developments have led to an increasing number of consumer-grade biofeedback devices which are available on the market, some of which are explicitly sold as ‘gaming controllers’, giving rise to greater opportunity for affective feedback to be incorporated. In this chapter, a review is provided of the affective gaming field. Specifically, it is proposed that these developments give rise to interesting opportunities whereby virtual environments can be augmented with player affective and contextual information. An overview is provided of affective computing fundamentals and their manifestation in developments relating specifically to games. The chapter considers the impact this biometric information has upon games players, in terms of their experience of the game and the social connections between competitors. A number of associated practical and technological challenges are highlighted along with areas for future research and development activities. It is hoped that by exploring these developments in gaming that the longer established forms of art and media might be inspired to further embrace the possibilities offered by utilising affective feedback.

Item Type: Book Section
Uncontrolled Keywords: Affective computing, affective feedback, computer and video games, emotion, game design, interactive media, social gaming, user experience
Subjects: N Fine Arts > N Visual arts (General) For photography, see TR
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Faculty / School / Research Centre / Research Group: Faculty of Liberal Arts & Sciences
Faculty of Liberal Arts & Sciences > School of Computing & Mathematical Sciences (CMS)
Faculty of Liberal Arts & Sciences > Sound-Image Research Group
Related URLs:
Last Modified: 21 Oct 2021 10:20
Selected for GREAT 2016: None
Selected for GREAT 2017: None
Selected for GREAT 2018: None
Selected for GREAT 2019: None
Selected for REF2021: None
URI: http://gala.gre.ac.uk/id/eprint/34057

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