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In recent years, the interest to the area of computer games for educational purposes increased due to their positive outcomes and effects in technology-enhanced learning. One of their chief merits is retaining the learning motivation and engagement of players during all time of the game. Therefore, it is necessary educational games to be able to adjust their features such as task difficulty, object speed, learning content, etc. according to the current emotional state of the player and, as well, to his/her playing style. In this paper, we present a dynamic mechanism for affective game adaptation based on both emotion and arousal estimation. The mechanism is implemented within an applied video game named "Rush for Gold" designed for implicit recognition of playing or learning styles. The paper outlines, analyzes and discusses results of an experimental study related to player's engagement in affective applied adaptation.
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Stored only when both papers are in the corpus — 30 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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