A Framework for the Automatic Adaptation of Serious Games Considering Player Emotions and Personality Traits
Abstract
The use of serious games in various contexts aims to make an activity or process more attractive to the user. In this context, player involvement is a factor of great importance for the success of the computational application. This feature provides a challenging scenario, where the use of Affective Computing techniques can have numerous benefits by allowing the automatic adaptation of the game according to the user's emotional state. The scientific literature presents several studies in this regard, however, the use of this information may be effective in identifying when to perform an adaptation in the game, but maybe insufficient to define an adaptation that meets the individual needs of each user. To optimize this process, this research proposes the improvement of an Affective Computing framework by including the identification of the user's personality traits to offer adaptations that consider not only the emotional state but also the characteristics of each individual.
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