IEEE TAC – Special Issue on Emotion in Games

Special Issue on Emotion in Games

Computer games research has recently experienced the adoption of its own
technological advancements (rich interactivity, 3D graphical
visualization 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 gameplay internal mechanics.

Analysing, capturing and synthesizing player experience has been a
challenging area within the crossroads of cognitive science, psychology,
artificial intelligence and human-computer interaction. Additional
gameplay input modalities such as 3D acceleration (e.g. Wii), image and
speech (e.g. Kinect) enhance the importance of the study and the
complexity of player experience. Sophisticated techniques from
artificial and computational intelligence can be used to synthesize the
affective state of player (and non-player) characters, based on multiple
modalities of player-game interaction. Multiple modalities of input can
also provide a novel means for game platforms to measure player
satisfaction and engagement when playing, without necessarily having to
resort to postplay and off-line questionnaires. Adaptation techniques
such as complex (emotional and social) agent behaviours can also be used
to maximize player’s experience, thereby, closing the affective game
loop. In addition to this, procedural content generation techniques may
be employed, based on the level of user engagement and interest, to
dynamically produce new, adaptable and personalized content.

This special issue aims at bringing together contributions from
specialists in affective computing, artificial intelligence, user
experience research and multi-modal interfaces that will advance the
state-of-the-art in player experience research; affect induction,
sensing and modelling; and affect-driven game adaptation. Research areas
relevant to the special issue include, but are not limited to, the

• modelling affect in the context of games
• artificial and computational intelligence for modelling player experience
• cognitive/affective models of player satisfaction/immersion/engagement
• analysis of player’s facial expressions, hand and body gestures, body
stance, gaze and physiology
• speech recognition and prosody analysis of players
• mapping low-level cues to affect and emotion
• using games to record affective databases
• reproducing player affect in the game environment
• affective game characters
• adaptive learning and player experience
• affect-driven procedural content generation
• affect expression in games
• methods for emotion measurement in games

Submissions must not have been previously published, with the exception
that substantial extensions of conference papers can be considered. The
authors will be required to follow the Author’s Guide for manuscript
submission to the IEEE Transactions on Affective Computing at: Full manuscripts should
be submitted electronically through IEEE’s Manuscript Central: Be sure to select “Special
Issue on Emotion in Games” as the Manuscript Type, rather than “Regular
Paper.” This will ensure that your paper is directed to the special
issue editors. IEEE Tools for Authors are available online at:
Inquiries can be directed to

Submission deadline: August 1, 2012
Notification of acceptance: January 15, 2013
Final Manuscripts Due: March 1, 2013
Publication: July/September 2013

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