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    Inter-player data for the prediction of emotional intensity in a multiplayer game

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    Authors
    Brooke, Alexander
    Crossley, Matthew
    Lloyd, Huw
    Cunningham, Stuart
    Affiliation
    Manchester Metropolitan University; University of Chester
    Publication Date
    2025-08-19
    
    Metadata
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    Abstract
    This work assesses the feasibility of predicting emotional intensities for a given player in a testbed multiplayer game, using facial expression data collected from other players in the multiplayer group. Whilst there is significant literature on the utilisation of affect detection to build models of player experience, little research considers the additional data provided from other players in a multiplayer setting, despite the inherently shared experiences that they provide. A dataset describing 24 participants is collected, detailing ten levels of a testbed game, Colour Rush, with data collected describing facial expression activity and responses to the Discrete Emotions Questionnaire. The viability of modelling uncaptured player experiences is tested using artificial neural networks trained on facial expression data from target players, non-target players and a combination of both. Findings indicate that multiplayer data can be beneficial in the prediction of a target player’s emotional responses, although this holds true only in a minority of cases, and for specific groups of players.
    Citation
    Brooke, A., Crossley, M., Lloyd, H., & Cunningham, S. (2025, August 26-29). Inter-Player Data for the Prediction of Emotional Intensity in a Multiplayer Game. IEEE 2025 Conference on Games, Lisbon, Portugal. https://cog2025.inesc-id.pt/accepted-papers/
    Publisher
    IEEE
    URI
    http://hdl.handle.net/10034/629589
    DOI
    10.1109/cog64752.2025.11114221
    Additional Links
    https://cog2025.inesc-id.pt/accepted-papers/
    Type
    Conference Contribution
    Description
    © 2025 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
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    ae974a485f413a2113503eed53cd6c53
    10.1109/cog64752.2025.11114221
    Scopus Count
    Collections
    Computer Science

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