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Phewsie

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Uses for the Technology of Emotionally Adapting Games

 

  Here are some uses I have thought of:
• Entertainment – games will be more engaging and fun if they adapt to the players’ emotions.
• Parental control – with this technology parents can decide for themselves how excited/stressed/scared or otherwise their child should be feeling whilst playing games, and end the game if it goes too far, or when they think their child has had enough.
• Teaching – in edutainment the games could avoid frustration in the pupil, and in pure entertainment games, the emotional state could help determine the length and depth of tutorials at the start, and when a helpful hint of some sort may be useful to the player.    
 
Can any of you think of any other uses for this technology?

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