A taxonomy and state of the art revision on affective games

R Lara-Cabrera, D Camacho - Future Generation Computer Systems, 2019 - Elsevier
Affective games are a sub-field of affective computing that tries to study how to design
videogames that are able to react to the emotions expressed by the player, as well as …

[图书][B] The uncanny valley in games and animation

A Tinwell - 2014 - books.google.com
Advances in technology have enabled animators and video game designers to design
increasingly realistic, human-like characters in animation and games. Although it was …

Exercube vs. personal trainer: evaluating a holistic, immersive, and adaptive fitness game setup

AL Martin-Niedecken, K Rogers, L Turmo Vidal… - Proceedings of the …, 2019 - dl.acm.org
Today's spectrum of playful fitness solutions features systems that are clearly game-first or
fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing …

Audio matters too: How audial avatar customization enhances visual avatar customization

D Kao, R Ratan, C Mousas, A Joshi… - Proceedings of the 2022 …, 2022 - dl.acm.org
Avatar customization is known to positively affect crucial outcomes in numerous domains.
However, it is unknown whether audial customization can confer the same benefits as visual …

Analyzing game musical immersion: the ALI model

I Van Elferen - 2016 - eprints.kingston.ac.uk
While quantitative studies show overwhelming evidence that music and sound are crucial for
video game immersion, the definition of game musical immersion itself has only been hinted …

Time for new terminology?: Diegetic and non-diegetic sounds in computer games revisited

K Jørgensen - Game sound technology and player interaction …, 2011 - igi-global.com
This chapter is a critical discussion of the use of the concepts diegetic and non-diegetic in
connection with computer game sound. These terms are problematic because they do not …

Vanishing importance: studying immersive effects of game audio perception on player experiences in virtual reality

K Rogers, G Ribeiro, RR Wehbe, M Weber… - Proceedings of the 2018 …, 2018 - dl.acm.org
Sound and virtual reality (VR) are two important output modalities for creating an immersive
player experience (PX). While prior research suggests that sounds might contribute to a …

[图书][B] Sonic virtuality: Sound as emergent perception

M Grimshaw, TA Garner - 2015 - books.google.com
In Sonic Virtuality: Sound as Emergent Perception, authors Mark Grimshaw and Tom Garner
introduce a novel theory that positions sound within a framework of virtuality. Arguing …

Echoes of Player Experience: A Literature Review on Audio Assessment and Player Experience in Games

C Nunes, T Darin - Proceedings of the ACM on Human-Computer …, 2024 - dl.acm.org
Player Experience (PX) in video games is a multifaceted construct encompassing affective,
perceived, and subjective dimensions. While extensively explored in Human-Computer …

Designing game feel: A survey

M Pichlmair, M Johansen - IEEE Transactions on Games, 2021 - ieeexplore.ieee.org
Game feel design is the intentional design of the affective impact of moment-to-moment
interaction with games. In this article, we survey academic research and publications by …