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Emotion in GamesEmotion-Driven Level Generation

Emotion in Games: Emotion-Driven Level Generation [This chapter examines the relationship between emotions and level generation. Grounded in the experience-driven procedural content generation framework we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Emotion in GamesEmotion-Driven Level Generation

Part of the Socio-Affective Computing Book Series (volume 4)
Editors: Karpouzis, Kostas; Yannakakis, Georgios N.
Emotion in Games — Nov 4, 2016

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Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2016
ISBN
978-3-319-41314-3
Pages
155 –166
DOI
10.1007/978-3-319-41316-7_9
Publisher site
See Chapter on Publisher Site

Abstract

[This chapter examines the relationship between emotions and level generation. Grounded in the experience-driven procedural content generation framework we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation.]

Published: Nov 4, 2016

Keywords: Level Design; Player Experience; Game Content; Game Level; Modeling Player

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