Exploring and implementing methods for measuring experience, understanding and quantifying emotions and personalising users' experience have been the focus of my research for quite sometime. In this post, I will try to summarise some of my knowledge in this area.
The Big Picture
|The components of the experience-driven content generation framework.|
Features for Measuring Player Experience
When it comes to modelling players experience in games, I believe a multimodal approach that combines and align information from multiple sources is the most effective. Gameplay data is the main source of information about experience that is usually analysed by most studies in academia and the industry. I believe information coming from relatively cheap sources such as the camera (which is already available in most gaming platforms) will soon become another standard for analysing emotion and improving the prediction of the experience, especially with the recent advancement in accurate real-time prediction of emotion from videos of faces. I believe in the not-too-distant future, there will be no need to ask users about their experience as other reliable modalities will provide accurate, less intrusive sources.
|Facial reaction of players playing Super Mario Bros. when losing, winning and faced with a challenging encounter.|