Intelligent Tutoring Systems 2012 Workshop

ITS 2012 ( Workshop:
Emotion in Games (EmoGames) for Learning
Chania, Crete, Greece – June 14-18, 2012
Paper Submission Deadline: Mar-30, 2012

Computer games research has recently experienced the adoption of its own
technological advancements (rich interactivity, 3D graphical
visualisation and role playing game-style incentive structures) by an
increasing number of domains (e-commerce, news reading, web 2.0
services, and human-computer interfaces). The capability of games
delivering enhanced user immersion and engagement defines the driving
force behind this adoption. Inevitably, games are unique elicitors of
emotion and the study of user experience in those environments is of
paramount importance for the understanding of game play internal
mechanics. In this framework, games are increasingly used in learning,
both in formal education and in teaching social and/or vocational
skills, putting into action higher-level psychological concepts, such as
attention, engagement and flow, and introducing modern reward systems to
make game play more appealing.

Recognition of player emotion, dynamic construction of affective player
models, and modelling emotions in non-playing characters, represent
challenging areas of research and practice at the crossroads of
cognitive and affective science, psychology, artificial intelligence and
human-computer interaction. Techniques from AI and HCI can be used to
recognize player affective states and to model emotion in non-playing
characters. Multiple input modalities provide novel means for measuring
learnability, player satisfaction and engagement. These data can then be
used to adapt the gameplay to the player’s state, to drive the player to
particular learning objectives.

This workshop is a sequel of the EmoGames workshop held in conjunction
with ACII (
The workshop will bring together researchers and practitioners in
affective computing, user experience research, social psychology and
cognition, machine learning, and AI and HCI, to explore topics on player
experience research, affect induction, sensing and modelling and
affect-driven game adaptation, and modelling of emotion in non-playing
characters. It will also provide new insights on how gaming can be used
as a research instrument to induce and capture affective interactions
with single and multiple users, mobile and ubiquitous devices and model
affect- and behaviour-related concepts, building on concepts such as
flow and engagement, and helping operationalize them. Human-robot
interaction and technology-enhanced learning have also significant
relation to gaming, as possible fields of application, but also as
research fields which can benefit from gaming as an interaction paradigm.

The workshop will include a keynote, paper and poster presentations, and
panel discussions. To promote a fruitful exchange of ideas, paper
abstracts will be posted on the workshop web page prior to the workshop,
enabling visitors to discuss, comment, and post questions to the
authors. Authors of selected papers will be invited to submit extended
versions of their work to a special issue of the IEEE Transactions on
Affective Computing, “Emotion in Games”, to be published in mid-2013.

Interested participants should submit papers of not more than 8 pages,
formatted according to the Springer LNCS guidelines
( Papers
must be submitted as PDF to

Paper Submission March 30
Acceptance Notification April 30
Camera-ready versions May 15
Workshop June 14-15

Topics include:
Natural interaction in games
* controlling games with hand& body gestures, body stance, facial
expressions, gaze& physiology
* sonification in games
* speech recognition& prosody analysis of players
* mapping low-level cues to affective states
* mapping non-verbal cues to player satisfaction

Emotion in player experience
* affective player modelling
* artificial& computational intelligence for modelling player experience
* adapting to player affect/player experience
* optimizing for/adapting to player satisfaction
* adaptive learning& player experience
* affect-driven procedural content generation

Emotion modelling in non-player characters
* emotion synthesis in affective non-player characters
* modelling effects of emotions on non-player character decision-making
* affective influences on task& objectives planning for non-player
* alternatives for expressing emotions in non-player characters

Higher-level concepts
* user engagement, attention& satisfaction
* maximising user engagement
* social context awareness& adaptation
* affective& behavioural states in gaming
* psychology of gaming
* ethics& morality in player and non-player characters

Game-based corpora (naturally evoked or induced emotion)

Games for learning
* Emotion and affect in user studies and user-centred evaluation
* Designing for special needs
* Reward systems and transfer in games
* User modelling (vocational vs. children games, formal education vs.
social skills, etc.)

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