Video games are complex multidisciplinary artefacts, that more and more include sophisticated narrative content able to leverage emotions in players. Due to their interactive nature, they should meet the expectation of a diversified audience. Till now the problem of automatically adapting content to players have focused mainly on gameplay-related aspects, and too few attentions have been devoted to track players emotions to adjust coherently the narrative of the game. This issue becomes more evident in Virtual Reality (VR) based games, in which the immersivity is drastically emphasized, and for specific game-genres, such as horror games. We have tackled this issue by designing and developing a system that tracks the behaviour of the players to adapt the content of a horror VR game, increasing or decreasing drastically its frightening elements according to how much a specific player “likes to be scared”. We have then tested our proposed solution with a sample of players, obtaining some preliminary encouraging results.

Player behaviour metrics for adjusting content in VR games: the case of fear / S. Palma, L.A. Ripamonti, N.A. Borghese, D. Maggiorini, D. Gadia - In: CHItaly '21: CHItaly 2021 / [a cura di] A. De Angeli, L. Chittaro, R. Gennari, M. De Marsico, A. Melonio, C. Gena, L. De Russis, L. D. Spano. - [s.l] : ACM, 2021. - ISBN 9781450389778. - pp. 1-6 (( Intervento presentato al 14. convegno Biannual Conference of the Italian SIGCHI Chapter tenutosi a Bolzano nel 2021 [10.1145/3464385.3464705].

Player behaviour metrics for adjusting content in VR games: the case of fear

L.A. Ripamonti
;
N.A. Borghese;D. Maggiorini;D. Gadia
2021

Abstract

Video games are complex multidisciplinary artefacts, that more and more include sophisticated narrative content able to leverage emotions in players. Due to their interactive nature, they should meet the expectation of a diversified audience. Till now the problem of automatically adapting content to players have focused mainly on gameplay-related aspects, and too few attentions have been devoted to track players emotions to adjust coherently the narrative of the game. This issue becomes more evident in Virtual Reality (VR) based games, in which the immersivity is drastically emphasized, and for specific game-genres, such as horror games. We have tackled this issue by designing and developing a system that tracks the behaviour of the players to adapt the content of a horror VR game, increasing or decreasing drastically its frightening elements according to how much a specific player “likes to be scared”. We have then tested our proposed solution with a sample of players, obtaining some preliminary encouraging results.
video game design; fear; Dynamic Difficulty Adjustment, (DDA); player metrics; Experience-Driven Procedural Content Generation (EDPCG); video games; Virtual Reality (VR)
Settore INF/01 - Informatica
Book Part (author)
File in questo prodotto:
File Dimensione Formato  
chitaly21-6_AIR.pdf

accesso riservato

Tipologia: Post-print, accepted manuscript ecc. (versione accettata dall'editore)
Dimensione 1.38 MB
Formato Adobe PDF
1.38 MB Adobe PDF   Visualizza/Apri   Richiedi una copia
3464385.3464705.pdf

accesso riservato

Tipologia: Publisher's version/PDF
Dimensione 1.29 MB
Formato Adobe PDF
1.29 MB Adobe PDF   Visualizza/Apri   Richiedi una copia
Pubblicazioni consigliate

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/858058
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 3
  • ???jsp.display-item.citation.isi??? 1
social impact