Player behaviour metrics for adjusting content in VR games: the case of fear
Author:
Affiliation:
1. University of Milan, Italy
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3464385.3464705
Reference42 articles.
1. On the Consumption of Negative Feelings
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1. Evaluation of STEM digital educational games using an instrument that integrates technology acceptance and player experience factors;Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter;2023-09-20
2. A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum;Entertainment Computing;2023-03
3. Adaptive virtual reality horror games based on Machine learning and player modeling;Entertainment Computing;2022-08
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