Design and Orchestration: Dynamic Player Modeling for Immersive Horror Experiences
Resumo
Introduction: Dynamic Content Adaptation has evolved towards Content Orchestration, a novel sub-field that coordinates multiple game elements simultaneously. For this orchestration to be effective, the system must understand the player’s profile. Objective: This work proposes an initial investigation into the design of the immersive horror game ‘Like It’, using the Five Player Traits model by Tondello et al. to adapt orchestrated content in real time. Methodology: An analysis of the game was conducted using the model by Tondello et al., subdivided into the dimensions of Aesthetic, Narrative, Goal, Social, and Challenge, as an analytical lens. The methodology was based on the application of Tondello’s framework as a structured approach to investigate and evaluate the game experience. Expected Results: It is expected that the model identifies player preferences across five dimensions (Aesthetic, Narrative, Goal, Social, and Challenge) and adjusts game elements to maintain atmospheric tension and engagement.
Palavras-chave:
Procedural Content Generation, Player Traits, Player Modeling, Content Orchestration, Horror Games
Referências
Duleba, M. V. M. (2021). Loucura e horror: a construção do medo em outlast. SBC – Proceedings of SBGames.
Elvery, G. (2022). Undertale’s loveable monsters: Investigating parasocial relationships with non-player characters. Games and Culture, 18:475 – 497.
Graja, S., Lopes, P., e Chanel, G. (2020). Impact of visual and sound orchestration on physiological arousal and tension in a horror game. IEEE Transactions on Games, 13(3):287–299.
Pereira, L. T., Teoi, T. Y., e Toledo, C. F. M. (2025). Evaluating a procedural content orchestrator gameplay data and classifying user profiles. Journal on Interactive Systems, 16(1).
Tondello, G. F., Arrambide, K., Ribeiro, G., Cen, A. J.-l., e Nacke, L. E. (2019). "i don’t fit into a single type": A trait model and scale of game playing preferences. In International Conference on Human-Computer Interaction (INTERACT), pages 375–395. Springer.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6):772–775.
Elvery, G. (2022). Undertale’s loveable monsters: Investigating parasocial relationships with non-player characters. Games and Culture, 18:475 – 497.
Graja, S., Lopes, P., e Chanel, G. (2020). Impact of visual and sound orchestration on physiological arousal and tension in a horror game. IEEE Transactions on Games, 13(3):287–299.
Pereira, L. T., Teoi, T. Y., e Toledo, C. F. M. (2025). Evaluating a procedural content orchestrator gameplay data and classifying user profiles. Journal on Interactive Systems, 16(1).
Tondello, G. F., Arrambide, K., Ribeiro, G., Cen, A. J.-l., e Nacke, L. E. (2019). "i don’t fit into a single type": A trait model and scale of game playing preferences. In International Conference on Human-Computer Interaction (INTERACT), pages 375–395. Springer.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6):772–775.
Publicado
29/09/2026
Como Citar
COELHO, Jonatas Cleyton Fonseca; OLIVEIRA, Pedro Arruda de; PEREIRA, Leonardo Tortoro; SILVA, Bruno Correia da.
Design and Orchestration: Dynamic Player Modeling for Immersive Horror Experiences. In: TRILHA DE ARTES & DESIGN – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 117-122.
DOI: https://doi.org/10.5753/sbgames_estendido.2026.26402.
