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Affective Gaming And Ghosts In The Machine

Thanks to the IGDA for its 'Ivory Tower' column discussing the concept of 'affective gaming' - provoking more intense emotions in videogame players. The academic-authored piece reveals: "At Glasgow Caledonian University, we are currently looking specifically at those environments which are renowned for producing supernatural experiences. By modelling and adapting reputedly haunted places in Edinburgh, UK we have been able to create game environments which evoke ghostlike experience for approximately 60% of people who experience it." They also claim game creators could change content based on the gamer's mood, since "...the affective state of the player can be determined by how they use the gamepad. Not only does the pressure of button depression indicate the level of player arousal, but also the rate at which a button is pressed and eventually released indicates the emotion felt by a player."

5 of 22 comments (clear)

  1. This demonstrates that ghosts are hogwash? by Red+Pointy+Tail · · Score: 3, Interesting

    If anything, I think this demonstrates that ghosts doesn't exist. It is just the mood and atmosphere of the place that makes it feels creepy and ghostlike. If ghosts really do exist then it would not be easily translatable by computer modelling - that is clearly ridiculous.

    But then, when one talks about ghosts, a sense of the ridiculous is sometimes necessary...

    1. Re:This demonstrates that ghosts are hogwash? by McCarrum · · Score: 2, Interesting

      I have to disagree (also). You can simulate responses to a situation without encountering the situation itself. Perfect example, the various studies of solving phobias with virtual encounters of such a phobia. If it snake exists or not does not affect the reaction of someone with a phobia of snakes.

      This is also a side-point to the essence of the article. By producing an environment which stimulates such an encounter (simple example, the strategy of being a terrorist/counter-terrotist in Counter-Strike), you invoke a set of certain responces in the players (beyond 12 year olds yelling you're haxoring or that you're gay), but you also can invoke time-critical reaction, anaylsis and interactions.

      Alot of potential, and I'm looking forward to it.

    2. Re:This demonstrates that ghosts are hogwash? by anielsud · · Score: 2, Interesting

      Extending upon the other comments to the parent, it seems that the question of whether ghosts do or don't exist is not the question being analyzed here - the question is how closely one can virtually create a world that makes you react to the same way as a "legitimate" haunting would. The most fascinating part of this article is that it seems that the models for affective gaming through response times and so forth on the gaming pad can rival the effectiveness of much closer monitoring techniques outlined in the article - eeg's and gsr's.

      It's interesting to think about how this could change the gaming industry. But beyond that, imagine what it could do for pr0n. :)

  2. lol by otis_amber · · Score: 2, Interesting

    Whoa, so now my games will act to my emotions? Need to remember to not act so emotional toward my games...

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  3. Panic or Boredom? by xenocide2 · · Score: 3, Interesting

    Ever been faced with a boring situation you'd wish would hurry up (i.e. another boring cutscene, perhaps one you've already seen before)? Some players quickly become frustrated at the lack of control, almost viewing it as a punishment. I consider myself one of these players. The original Deus Ex had the right idea, with very few cutscenes and a lot of dialog happening in a "heads-up" manner.

    Also I'd love to see the game guide that has to tell players how to cheat the emotional detection system!

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