User States in Extended Reality Media Experiences for Entertainment Games

  • 1,843

    Total downloads

  • 10k

    Total views and downloads

About this Research Topic

Submission closed

Background

Extended Reality Media are multifaceted experiences combining a wide range of different multimedia sources, from audio and visuals, to story-telling - which combine into a fully interactive experience. The term Extended Reality Media (ERM) is a catch-all term for interactive media which includes: Digital Games (non-VR or otherwise) and Virtual Reality/Augmented Reality Experiences. Unlike other mediums, users engage directly with these environments, controlling the action and responding to the challenges presented. These virtual environments and challenges are often hand-crafted by designers, who tailor these experiences for a general audience. The downside of the latter is that these experiences will influence each individual player distinctly - players have different skill sets, engage in the game differently, have diverging responses to certain events; which is nearly impossible to personalize for each individual player.

Given the recent rise of statistical modelling of playing behaviors [1], designers and researchers have been looking at the possibility of autonomous game content adaptation, by taking advantage of affective computing [2] and player experience theory [3]. More precisely, it consists of constructing algorithms that are capable of dynamically altering the parameters of virtual assets and how these are shown to the player, i.e. through orchestration [4]; or building virtual environments entirely “from scratch” algorithmically without the need of a human designer, i.e. Procedural Content Generation (PCG) [5]. By taking advantage of player affective and/or experience models, such information would be used in conjunction with Orchestration and PCG methodologies for the dynamic construction of personalized virtual scenarios and game-playing sequences (e.g., making the scenario more action packed if too “boring”).

How to Adapt Games Effectively? Although a lot of the work in the field has been devoted to the aspects of creating models capable of detecting player emotion and experience [8, 9, 10, 11], the same cannot be said on the topic of autonomous game content adaptation. More precisely, the ways in which these applications take advantage of said affective and player experience models so that the adaptation can actually bring a “richer” and more “fulfilling” emotional and user experience. Currently there is a severe lack of work when it comes to determining exactly this, where a large focus stems solely on the topic of creating these emotional and player experience recognition models, while ignoring how this information can be leveraged effectively. Thus, this Research Topic is interested in investigating solutions on “how can we adapt virtual content for the purposes of entertainment?”.

Why does this matter? The most obvious application of the research being put forth is in the construction of tools and systems that increase the autonomy of a game, allowing it to provide more dynamic and unpredictable content based on factors and preferences from an individual user. Providing such a system would increase the replay value of an individual game and create unique experiences for each individual player. Given that this Research Topic intends to explore how the different aspects of a game can influence player experience, it is important to consider such knowledge in the construction of game development tools targeted towards game and level designers, specifically. Such tools could become indispensable during the game prototyping stage, allowing designers to tweak virtual scenarios based on the emotional prediction of the current scenario layout. Furthermore, such tools could also be applied during the playtesting phase, where the game designer can monitor player physiology and the tool can suggest specific scenario alterations on the fly.

For this Research Topic , we invite contributions at the crossroads of affective computing, user experience, and measuring and modeling, as well as autonomous content adaptation and procedural content generation (PCG). This includes various stages of the adaptation pipeline such as:
- Exploring extended media experiences which intend to elicit different emotional responses (Happiness, Frustration, Anxiety) or user experiences (Challenge, Control, Expectation) for use in entertainment games;
- Application of affective computing or player experience for entertainment games;
- Emotion and experience annotation during entertainment gameplay - “How to Rate/Rank Player Experience/Emotion and Human Physiology during an Interactive Experience”.
- Evaluating adaptive or affective games - are the adaptation methods evoking the intended emotion/experience?
- Dynamic virtual environments - how experience and emotion can influence virtual environments within the context of entertainment games
- Adapting Haptic Feedback for eliciting different emotional/experience responses in games
- Tools and Game Design Guidelines - How Emotions and Player Experience tools can aid in the creation of better games?
- Multiplayer Games – How context influencing factors are affecting social acceptability and user emotions
- Measuring and Evaluation of adaptation methodologies - Validating and User Experiments

References
[1] Yannakakis, G. N., & Togelius, J. (2018). Modeling players. In Artificial intelligence and games (pp. 203-255). Springer, Cham.

[2] Picard, R. W. (2015). The promise of affective computing. The Oxford handbook of affective computing, 11-20.

[3] Wiemeyer, J., Nacke, L., & Moser, C. (2016). Player experience. In Serious games (pp. 243-271). Springer, Cham.

[4] Liapis, A., Yannakakis, G. N., Nelson, M. J., Preuss, M., & Bidarra, R. (2018). Orchestrating game generation. IEEE Transactions on Games, 11(1), 48-68.

[5] Shaker, N., Togelius, J., & Nelson, M. J. (2016). Procedural content generation in games. Switzerland: Springer International Publishing.

[6] Conati, C., Marsella, S., & Paiva, A. (2005, January). Affective interactions: the computer in the affective loop. In Proceedings of the 10th international conference on Intelligent user interfaces (pp. 7-7).

[7] Hunicke, R., LeBlanc, M., & Zubek, R. (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722).

[8] Makantasis, K., Liapis, A., & Yannakakis, G. N. (2019, September). From pixels to affect: a study on games and player experience. In 2019 8th International Conference on Affective Computing and Intelligent Interaction (ACII) (pp. 1-7). IEEE.

[9] Guthier, B., Dörner, R., & Martinez, H. P. (2016). Affective computing in games. In Entertainment computing and serious games (pp. 402-441). Springer, Cham.

[10] Lopes, P., Liapis, A., & Yannakakis, G. N. (2017). Modelling affect for horror soundscapes. IEEE Transactions on Affective Computing, 10(2), 209-222.

[11] Chanel, G., Rebetez, C., Bétrancourt, M., & Pun, T. (2011). Emotion assessment from physiological signals for adaptation of game difficulty. IEEE Transactions on Systems, Man, and Cybernetics-Part A: Systems and Humans, 41(6), 1052-1063.

Research Topic Research topic image

Keywords: Affective Computing, Emotion, Digital Games, Player Experience, Extended Reality

Important note: All contributions to this Research Topic must be within the scope of the section and journal to which they are submitted, as defined in their mission statements. Frontiers reserves the right to guide an out-of-scope manuscript to a more suitable section or journal at any stage of peer review.

Frequently asked questions

  • Frontiers' Research Topics are collaborative hubs built around an emerging theme.Defined, managed, and led by renowned researchers, they bring communities together around a shared area of interest to stimulate collaboration and innovation.

    Unlike section journals, which serve established specialty communities, Research Topics are pioneer hubs, responding to the evolving scientific landscape and catering to new communities.

  • The goal of Frontiers' publishing program is to empower research communities to actively steer the course of scientific publishing. Our program was implemented as a three-part unit with fixed field journals, flexible specialty sections, and dynamically emerging Research Topics, connecting communities of different sizes and maturity.

    Research Topics originate from the scientific community. Many of our Research Topics are suggested by existing editorial board members who have identified critical challenges or areas of interest in their field.

  • As an editor, Research Topics will help you build your journal, as well as your community, around emerging, cutting-edge research. As research trailblazers, Research Topics attract high-quality submissions from leading experts all over the world.

    A thriving Research Topic can potentially evolve into a new specialty section if there is sustained interest and a growing community around it.

  • Each Research Topic must be approved by the specialty chief editor, and it falls under the editorial oversight of our editorial boards, supported by our in-house research integrity team. The same standards and rigorous peer review processes apply to articles published as part of a Research Topic as for any other article we publish.

    In 2023, 80% of the Research Topics we published were edited or co-edited by our editorial board members, who are already familiar with their journal's scope, ethos, and publishing model. All other topics are guest edited by leaders in their field, each vetted and formally approved by the specialty chief editor.

  • Publishing your article within a Research Topic with other related articles increases its discoverability and visibility, which can lead to more views, downloads, and citations. Research Topics grow dynamically as more published articles are added, causing frequent revisiting, and further visibility.

    As Research Topics are multidisciplinary, they are cross-listed in several fields and section journals – increasing your reach even more and giving you the chance to expand your network and collaborate with researchers in different fields, all focusing on expanding knowledge around the same important topic.

    Our larger Research Topics are also converted into ebooks and receive social media promotion from our digital marketing team.

  • Frontiers offers multiple article types, but it will depend on the field and section journals in which the Research Topic will be featured. The available article types for a Research Topic will appear in the drop-down menu during the submission process.

    Check available article types here 

  • Yes, we would love to hear your ideas for a topic. Most of our Research Topics are community-led and suggested by researchers in the field. Our in-house editorial team will contact you to talk about your idea and whether you’d like to edit the topic. If you’re an early-stage researcher, we will offer you the opportunity to coordinate your topic, with the support of a senior researcher as the topic editor. 

    Suggest your topic here 

  • A team of guest editors (called topic editors) lead their Research Topic. This editorial team oversees the entire process, from the initial topic proposal to calls for participation, the peer review, and final publications.

    The team may also include topic coordinators, who help the topic editors send calls for participation, liaise with topic editors on abstracts, and support contributing authors. In some cases, they can also be assigned as reviewers.

  • As a topic editor (TE), you will take the lead on all editorial decisions for the Research Topic, starting with defining its scope. This allows you to curate research around a topic that interests you, bring together different perspectives from leading researchers across different fields and shape the future of your field. 

    You will choose your team of co-editors, curate a list of potential authors, send calls for participation and oversee the peer review process, accepting or recommending rejection for each manuscript submitted.

  • As a topic editor, you're supported at every stage by our in-house team. You will be assigned a single point of contact to help you on both editorial and technical matters. Your topic is managed through our user-friendly online platform, and the peer review process is supported by our industry-first AI review assistant (AIRA).

  • If you’re an early-stage researcher, we will offer you the opportunity to coordinate your topic, with the support of a senior researcher as the topic editor. This provides you with valuable editorial experience, improving your ability to critically evaluate research articles and enhancing your understanding of the quality standards and requirements for scientific publishing, as well as the opportunity to discover new research in your field, and expand your professional network.

  • Yes, certificates can be issued on request. We are happy to provide a certificate for your contribution to editing a successful Research Topic.

  • Research Topics thrive on collaboration and their multi-disciplinary approach around emerging, cutting-edge themes, attract leading researchers from all over the world.

  • As a topic editor, you can set the timeline for your Research Topic, and we will work with you at your pace. Typically, Research Topics are online and open for submissions within a few weeks and remain open for participation for 6 – 12 months. Individual articles within a Research Topic are published as soon as they are ready.

    Find out more about our Research Topics

  • Our fee support program ensures that all articles that pass peer review, including those published in Research Topics, can benefit from open access – regardless of the author's field or funding situation.

    Authors and institutions with insufficient funding can apply for a discount on their publishing fees. A fee support application form is available on our website.

  • In line with our mission to promote healthy lives on a healthy planet, we do not provide printed materials. All our articles and ebooks are available under a CC-BY license, so you can share and print copies.