Finally, manually coding a player’s behaviour is inherently time-intensive. There is a fair amount of subjectivity as a result of the annotator’s insight into human affect and decision-making processes, but also player personality and motivation, the state of the game, and the dynamics of the social context. Second, exhibited play behaviour typically cannot be annotated objectively. First, games elicit valuable behavioural and affective responses, but these responses are relatively scarce and brief . Using board games for affect analysis presents several methodological challenges. Board games have been adopted for therapeutic purposes by psychologists , for example, to assess behavioural patterns, cognitive abilities, and attitudes , but the setting allows other analyses in the areas of affective computing and social signal processing, as well as for applications in the area of education and serious games. Consequently, multi-player board games can be used to study affective responses to game events and other players and emotion contagion, possibly in interaction with personal and interpersonal factors. Players of board games exhibit a wealth of social signals, related to decisions made in the game, game outcome, and game progress. Multiplayer board games are excellent tools to stimulate specific interactions for both children and adults.
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