Erratum to: Chapter “Emotions Detection Through the Analysis of Physiological Information During Video Games Fruition” in: J. Dias et al. (Eds.): Games and Learning Alliance, LNCS 10653, https://doi.org/10.1007/978-3-319-71940-5_18

The presentation of Fig. 2 was incorrect in the original version of this chapter. The correct version is given in next page:

Fig. 2.
figure 1

The figure represents the mapped value of TE on emotional assessment. The time of each game session (using half second as step unit) is shown on x axis, the emotional assessment values are shown on y axis. The prediction values of the first two plots are defined by a Random Forest trained on TRs, while, the remaining two plots illustrate the predictions of a Random Forest trained with a 10 cross validation on TE.

The original chapter has been corrected.