A Framework for Adaptive Game Presenters with Emotions and Social Comments
More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve socia...
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2012/929814 |
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doaj-677b85953133496bbbd506c0cd287fc32020-11-24T23:31:27ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552012-01-01201210.1155/2012/929814929814A Framework for Adaptive Game Presenters with Emotions and Social CommentsEffie Karouzaki0Anthony Savidis1Human-Computer Interaction Laboratory, Institute of Computer Science, Foundation for Research and Technology Hellas, N. Plastira 100, Vassilika Vouton, 70013 Heraklion, Crete, GreeceHuman-Computer Interaction Laboratory, Institute of Computer Science, Foundation for Research and Technology Hellas, N. Plastira 100, Vassilika Vouton, 70013 Heraklion, Crete, GreeceMore and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve social player-adapted comment delivery that boosts the overall gameplay, engages the players, and stimulates the audience. In our work, we discuss a framework for implementing artificial game presenter characters that are based on game actions and players' social profiles in order to deliver knowledgeable, socially oriented comments. Moreover, the presented framework supports emotional facial expressions for the presenters, allowing them to convey their emotions and thus be more expressive than the majority of the commentary systems today. We prove our concept by developing a presenter character for multiplayer tabletop board games which we further put under usability evaluation with 9 players. The results showed that game sessions with presenter characters are preferred over the plain version of the game and that the majority of the players enjoy personalized social-oriented comments expressed via multimedia and emotions.http://dx.doi.org/10.1155/2012/929814 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Effie Karouzaki Anthony Savidis |
spellingShingle |
Effie Karouzaki Anthony Savidis A Framework for Adaptive Game Presenters with Emotions and Social Comments International Journal of Computer Games Technology |
author_facet |
Effie Karouzaki Anthony Savidis |
author_sort |
Effie Karouzaki |
title |
A Framework for Adaptive Game Presenters with Emotions and Social Comments |
title_short |
A Framework for Adaptive Game Presenters with Emotions and Social Comments |
title_full |
A Framework for Adaptive Game Presenters with Emotions and Social Comments |
title_fullStr |
A Framework for Adaptive Game Presenters with Emotions and Social Comments |
title_full_unstemmed |
A Framework for Adaptive Game Presenters with Emotions and Social Comments |
title_sort |
framework for adaptive game presenters with emotions and social comments |
publisher |
Hindawi Limited |
series |
International Journal of Computer Games Technology |
issn |
1687-7047 1687-7055 |
publishDate |
2012-01-01 |
description |
More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve social player-adapted comment delivery that boosts the overall gameplay, engages the players, and stimulates the audience. In our work, we discuss a framework for implementing artificial game presenter characters that are based on game actions and players' social profiles in order to deliver knowledgeable, socially oriented comments. Moreover, the presented framework supports emotional facial expressions for the presenters, allowing them to convey their emotions and thus be more expressive than the majority of the commentary systems today. We prove our concept by developing a presenter character for multiplayer tabletop board games which we further put under usability evaluation with 9 players. The results showed that game sessions with presenter characters are preferred over the plain version of the game and that the majority of the players enjoy personalized social-oriented comments expressed via multimedia and emotions. |
url |
http://dx.doi.org/10.1155/2012/929814 |
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