With the proliferation of videogames, players can be found in all parts of the world, meaning that there is a long range of skills, preferences and emotion elicitation to correspond to with one game. Because of that, there is an increasing need for tailoring the game experience to the individual, consequently raising the difficulty in user modelling and affective-based adaptation within games.
Although PCG can be used in other domains, games are one of the best examples of rich and diverse content creation applications and provide unique user experiences. Based on that, EDPCG [30] is defined as a generic and effective approach in order to optimize user experience via the adaptation of the experienced content. However, even if based on game technology and affective computing, EDPCG has managed to integrate other areas of research within human computer interaction.
Games are designed thinking in what affective experiences can be influenced by player’s feedback, making them go through a range of emotions in order to heighten engagement, offering the best and most meaningful realization …show more content…
Players can be asked to rate their experience or to compare and rank their experience in two or more different sessions of the game. Even if subjective PEM provides accurate models, it has some limitations. Player’s responses may be subjectively biased depending on his experience and self-deception effects, among others Also, self-reports can be intrusive, depending on when they appear, or sensitive to memory effects if player is asked to express his experience after a long game