2016
DOI: 10.1515/cait-2016-0032
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Adaptation in Affective Video Games: A Literature Review

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Cited by 56 publications
(46 citation statements)
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“…It is considered that playing games is an emotional process rather than a rational one [17]. When playing an educational game, various emotional states can arise in the learning process.…”
Section: Game Adaptation To Users' Emotionsmentioning
confidence: 99%
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“…It is considered that playing games is an emotional process rather than a rational one [17]. When playing an educational game, various emotional states can arise in the learning process.…”
Section: Game Adaptation To Users' Emotionsmentioning
confidence: 99%
“…[17]. By adapting different game elements, e.g., feedback, amount of help, and challenge level, it is possible to acquire higher player's satisfaction and keep him/her in the flow state, which is considered to be an optimal state for learning.…”
Section: Game Adaptation To Users' Emotionsmentioning
confidence: 99%
See 1 more Smart Citation
“…This global scenario confers significance and discussion regarding technological production and the study of games, whether for educational purposes or for industrial production, in the national and international ambits -which are intrinsically related. [1][2][3][4][5] In spite of the richness of the sociological and philosophical concepts regarding the ludic, seen in its disruptive, imaginative and re-inventive dimensions as something inherent to the subjectivities in human cultures, it is not always considered in the production of technological development of games with educational purposes, in particular in areas where technique predominates over human experience, such as in health and in computer engineering. A more attentive look at the concepts of the ludic enshrined in the initiatives of the serious games, or in the technological productions of the electronic games in general, reveals the preponderance of positivist approaches, which restrict the re-inventive possibilities of the play, limiting it to utilitarian instrumentations aimed at the market or at disciplining human action.…”
Section: Introductionmentioning
confidence: 99%
“…Currently, the term covers a wide range of electronic games used in the context of simulation, in widely varying areas. [1][2][3][4]17 One of the fundamental principles of the use of serious games in education is based in the argument that learning occurs through dynamics of realign-ment between the environment and the participants, facilitated by simulation techniques. Competitiveness, entertainment and the players' comments are seen as having important investigative potential for assessing the results of the changes in behavior, in particular in health.…”
mentioning
confidence: 99%