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Affective Patterns in (Serious) Game Design

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There are many methods to design a (serious) game. One of them is to start with its mechanics understood as “methods invoked by agents to interact with the game state” [M.Sicart]. A systematic approach to work with mechanics in the design of serious games involves the use of “patterns”. In our presentation, we want to outline the author’s concept of the Affective Design Patterns, that contains information on possible emotional interactions and allow planning reactions to change with regard to sensor-monitored physiological states. Additionally, they are also a way to encapsulate gameplay with a wealth of information useful in systematically evaluating user actions. The concept is already applied in the design of an adaptable Virtual Reality (VR) training simulator for emergency services, which will also be discussed.

This talk is part of the Engineering Design Centre Seminars series.

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