This paper presents a novel approach to evaluate game level design strategies, applied to role playing games. Following a set of well defined guidelines, two game levels were designed for Neverwinter Nights 2 to manipulate particular emotions like boredom or flow, and tested by 13 subjects wearing a brain computer interface helmet. A set of features was extracted from the affective data logs and used to classify different parts of the gaming sessions, to verify the correspondence of the original level aims and the effective results on people emotions. The very interesting correlations observed, suggest that the technique is extensible to other similar evaluation tasks.
Classification of Affective Data to Evaluate the Level Design in a Role-Playing Videogame / Balducci, Fabrizio; Grana, Costantino; Cucchiara, Rita. - (2015), pp. 1-8. (Intervento presentato al convegno 7th International Conference on Games and Virtual Worlds for Serious Applications, VS-Games 2015 tenutosi a University of Skovde, swe nel 16-18 September 2015) [10.1109/VS-GAMES.2015.7295766].
Classification of Affective Data to Evaluate the Level Design in a Role-Playing Videogame
BALDUCCI, FABRIZIO;GRANA, Costantino;CUCCHIARA, Rita
2015
Abstract
This paper presents a novel approach to evaluate game level design strategies, applied to role playing games. Following a set of well defined guidelines, two game levels were designed for Neverwinter Nights 2 to manipulate particular emotions like boredom or flow, and tested by 13 subjects wearing a brain computer interface helmet. A set of features was extracted from the affective data logs and used to classify different parts of the gaming sessions, to verify the correspondence of the original level aims and the effective results on people emotions. The very interesting correlations observed, suggest that the technique is extensible to other similar evaluation tasks.File | Dimensione | Formato | |
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