Game difficulty adaptation and experience personalization: A literature review

PD Paraschos, DE Koulouriotis - International Journal of Human …, 2023 - Taylor & Francis
This paper attempts to provide a detailed overview of the latest advancements in the field of
game difficulty adaptation and experience personalization within the years 2005–2021 from …

Adaptation in affective video games: A literature review

B Bontchev - Cybernetics and Information Technologies, 2016 - sciendo.com
Playing computer games is a predominantly emotional than rational process. Video games
with affect-based adaptation measure player's behavior signals and recognize player's …

Adapting visual complexity based on electrodermal activity improves working memory performance in virtual reality

F Chiossi, Y Turgut, R Welsch, S Mayer - Proceedings of the ACM on …, 2023 - dl.acm.org
Biocybernetic loops encompass users' state detection and system adaptation based on
physiological signals. Current adaptive systems limit the adaptation to task features such as …

[HTML][HTML] A psychophysiological model of firearms training in police officers: A virtual reality experiment for biocybernetic adaptation

JE Muñoz, L Quintero, CL Stephens… - Frontiers in …, 2020 - frontiersin.org
Crucial elements for police firearms training include mastering very specific
psychophysiological responses associated with controlled breathing while shooting. Under …

” Chat Has No Chill”: A Novel Physiological Interaction For Engaging Live Streaming Audiences

RB Robinson, R Rheeder, M Klarkowski… - Proceedings of the 2022 …, 2022 - dl.acm.org
Now more than ever, people are using online platforms to communicate. Twitch, the
foremost platform for live game streaming, offers many communication modalities. However …

" Let's Get Physiological, Physiological!" A Systematic Review of Affective Gaming

R Robinson, K Wiley, A Rezaeivahdati… - Proceedings of the …, 2020 - dl.acm.org
Physiological sensing has been a prominent fixture in games user research (GUR) since the
late 1990s, when researchers started to explore its potential to enhance and understand …

[HTML][HTML] Pass: a multimodal database of physical activity and stress for mobile passive body/brain-computer interface research

M Parent, I Albuquerque, A Tiwari, R Cassani… - Frontiers in …, 2020 - frontiersin.org
With the burgeoning of wearable devices and passive body/brain-computer interfaces
(B/BCIs), automated stress monitoring in everyday settings has gained significant attention …

Personalization of serious games for learning

BP Bontchev, V Terzieva… - … technology and smart …, 2021 - emerald.com
Purpose The purpose of this paper is to present principles for personalization of both
learning content and gameplay in serious games for learning, which are based on a …

Diversifying dynamic difficulty adjustment agent by integrating player state models into Monte-Carlo tree search

JY Moon, YJ Choi, TH Park, JD Choi, JH Hong… - Expert Systems with …, 2022 - Elsevier
Game developers have employed dynamic difficulty adjustment (DDA) in designing game
artificial intelligence (AI) to improve players' game experience by adjusting the skill of game …

Biofeedback methods in entertainment video games: A review of physiological interaction techniques

D Navarro, V Sundstedt, V Garro - Proceedings of the ACM on Human …, 2021 - dl.acm.org
The area of biofeedback interaction has grown over recent years, thanks to the release of
more affordable and reliable sensor technology, and the accessibility offered by modern …