WP 2. Player modelling

initially planned, the second project stage aimed at definition of an enhanced model of player character including player goals and preferences, playing style and emotional, cognitive and dynamic skills of the player, which are going to be implicitly derived during the play process. The created player model and adaptation workflow serve as basis for creating player-centric adaptive games keeping the player in flow and supporting immersion and intrinsic motivation at a higher level than their non-adaptive versions. The proposed player model allows to define how and when to change (adapt) game challenge, feedback, goals and game features like game dynamics, game mechanics and game aesthetics. According to the defined workflow, it makes use of dynamic in-game online feedback in order to change the adaptation mechanism, which is based on behaviour templates for each individual player. A behaviour template describes a possible evolution of the measured indicator (such as sensor signal of a metric measured from another input device like keyboard or mouse) and serves for issuing a triggering event firing a change procedure in cases when the measured indicator has matched the template. By using triggering events and game parameters’ change procedures, game adaptation can be realized based on metrics determining player emotional state, player performance and playing styles.

Work package result: D2 Enhanced model of player character suited for game adaptation control

Research Fellow

This project has received funding from the European Union’s Seventh Framework Programme FP7-PEOPLE under grant agreement no 624184