player engagement
Facial Emotion Recognition in VR Games
Dehghani, Fatemeh, Zaman, Loutfouz
Emotion detection is a crucial component of Games User Research (GUR), as it allows game developers to gain insights into players' emotional experiences and tailor their games accordingly. However, detecting emotions in Virtual Reality (VR) games is challenging due to the Head-Mounted Display (HMD) that covers the top part of the player's face, namely, their eyes and eyebrows, which provide crucial information for recognizing the impression. To tackle this we used a Convolutional Neural Network (CNN) to train a model to predict emotions in full-face images where the eyes and eyebrows are covered. We used the FER2013 dataset, which we modified to cover eyes and eyebrows in images. The model in these images can accurately recognize seven different emotions which are anger, happiness, disgust, fear, impartiality, sadness and surprise. We assessed the model's performance by testing it on two VR games and using it to detect players' emotions. We collected self-reported emotion data from the players after the gameplay sessions. We analyzed the data collected from our experiment to understand which emotions players experience during the gameplay. We found that our approach has the potential to enhance gameplay analysis by enabling the detection of players' emotions in VR games, which can help game developers create more engaging and immersive game experiences.
Sawyer
Modeling player engagement is a key challenge in games. However, the gameplay signatures of engaged players can be highly context-sensitive, varying based on where the game is used or what population of players is using it. Traditionally, models of player engagement are investigated in a particular context, and it is unclear how effectively these models generalize to other settings and populations. In this work, we investigate a Bayesian hierarchical linear model for multi-task learning to devise a model of player engagement from a pair of datasets that were gathered in two complementary contexts: a Classroom Study with middle school students and a Laboratory Study with undergraduate students. Both groups of players used similar versions of Crystal Island, an educational interactive narrative game for science learning. Results indicate that the Bayesian hierarchical model outperforms both pooled and context-specific models in cross-validation measures of predicting player motivation from in-game behaviors, particularly for the smaller Classroom Study group. Further, we find that the posterior distributions of model parameters indicate that the coefficient for a measure of gameplay performance significantly differs between groups. Drawing upon their capacity to share information across groups, hierarchical Bayesian methods provide an effective approach for modeling player engagement with data from similar, but different, contexts.
EOMM: An Engagement Optimized Matchmaking Framework
Chen, Zhengxing, Xue, Su, Kolen, John, Aghdaie, Navid, Zaman, Kazi A., Sun, Yizhou, El-Nasr, Magy Seif
Matchmaking connects multiple players to participate in online player-versus-player games. Current matchmaking systems depend on a single core strategy: create fair games at all times. These systems pair similarly skilled players on the assumption that a fair game is best player experience. We will demonstrate, however, that this intuitive assumption sometimes fails and that matchmaking based on fairness is not optimal for engagement. In this paper, we propose an Engagement Optimized Matchmaking (EOMM) framework that maximizes overall player engagement. We prove that equal-skill based matchmaking is a special case of EOMM on a highly simplified assumption that rarely holds in reality. Our simulation on real data from a popular game made by Electronic Arts, Inc. (EA) supports our theoretical results, showing significant improvement in enhancing player engagement compared to existing matchmaking methods.