Emotion in Games

Theory and Praxis

  • Kostas Karpouzis
  • Georgios N. Yannakakis

Part of the Socio-Affective Computing book series (SAC, volume 4)

Table of contents

  1. Front Matter
    Pages i-xv
  2. Theory

    1. Front Matter
      Pages 1-1
    2. Chris Bateman
      Pages 3-20
    3. Gordon Calleja, Laura Herrewijn, Karolien Poels
      Pages 39-56
  3. Emotion Modelling and Affect-Driven Adaptation

    1. Front Matter
      Pages 57-57
    2. Irene Kotsia, Stefanos Zafeiriou, George Goudelis, Ioannis Patras, Kostas Karpouzis
      Pages 59-84
    3. Georgios N. Yannakakis, Hector P. Martinez, Maurizio Garbarino
      Pages 119-137
    4. Brian Ravenet, Florian Pecune, Mathieu Chollet, Catherine Pelachaud
      Pages 139-154
    5. Julian Togelius, Georgios N. Yannakakis
      Pages 155-166
    6. Brian O’Neill, Mark Riedl
      Pages 167-180
    7. Joost Broekens, Eva Hudlicka, Rafael Bidarra
      Pages 215-232
  4. Applications

    1. Front Matter
      Pages 233-233
    2. Nadia Bianchi-Berthouze, Katherine Isbister
      Pages 235-255
    3. Christoffer Holmgård, Karen-Inge Karstoft
      Pages 257-274
    4. Rilla Khaled, Asimina Vasalou, Richard Joiner
      Pages 275-287
    5. Ruth Aylett
      Pages 289-302
    6. Adrian David Cheok, David Levy, Kasun Karunanayaka
      Pages 303-328
  5. Back Matter
    Pages 329-338

About this book


The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.

This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence.



affective computing emotion game-based learning natural interaction player experience

Editors and affiliations

  • Kostas Karpouzis
    • 1
  • Georgios N. Yannakakis
    • 2
  1. 1.Institute of Communication and Computer SystemsNational Technical University of AthensZographouGreece
  2. 2.Institute of Digital GamesUniversity of MaltaMsidaMalta

Bibliographic information

  • DOI
  • Copyright Information Springer International Publishing Switzerland 2016
  • Publisher Name Springer, Cham
  • eBook Packages Biomedical and Life Sciences
  • Print ISBN 978-3-319-41314-3
  • Online ISBN 978-3-319-41316-7
  • Series Print ISSN 2509-5706
  • Series Online ISSN 2509-5714
  • Buy this book on publisher's site
Industry Sectors
Consumer Packaged Goods