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An empirical study of players’ emotions in VR racing games based on a dataset of physiological data
16 references·1 citing·41 second hop
An empirical study of players’ emotions in VR racing games based on a dataset of physiological data (2020)An empirical study of players’ emotions i…Designing Virtual Worlds (2025)Designing Virtual WorldsThe Concept of Flow (2014)The Concept of FlowThe benefits of playing video games. (2013)The benefits of playing video…Practical Bayesian Optimization of Machine Learning Algorithms (2012)Practical Bayesian Optimizati…From game design elements to gamefulness (2011)From game design elements to …DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)DEAP: A Database for Emotion …A Multimodal Database for Affect Recognition and Implicit Tagging (2011)A Multimodal Database for Aff…Measures of emotion: A review (2009)Measures of emotion: A reviewGame Design Workshop (2008)Game Design WorkshopA Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Toward machine emotional intelligence: analysis of affective physiological state (2001)Toward machine emotional inte…Measuring emotion: The self-assessment manikin and the semantic differential (1994)Measuring emotion: The self-a…Culture and the categorization of emotions. (1991)Culture and the categorizatio…Evidence for a three-factor theory of emotions (1977)Evidence for a three-factor t…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The expression of the emotions in man and animals. (1872)The expression of the emotion…Affective Game Computing: A Survey (2023)Affective Game Computing: A S…A circumplex model of affect. (1980)Emotion And Adaptation (1991)Dealing with feeling: A meta-analysis of the effectiveness of strategies derived from the process model of emotion regulation. (2012)Emotions Recognition Using EEG Signals: A Survey (2017)EmotionMeter: A Multimodal Framework for Recognizing Human Emotions (2018)Affective Computing (1997)Investigating Critical Frequency Bands and Channels for EEG-Based Emotion Recognition with Deep Neural Networks (2015)AffectNet: A Database for Facial Expression, Valence, and Arousal Computing in the Wild (2017)The Measurement of Meaning (1957)Statistical principles in experimental design. (1962)Manual for the State-Trait Anxiety Inventory (1970)Toward a consensual structure of mood. (1985)The Role of Emotions in Marketing (1999)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study (2018)Emotional Intelligence (1990)Acoustic profiles in vocal emotion expression. (1996)Detecting Stress During Real-World Driving Tasks Using Physiological Sensors (2005)Survey on speech emotion recognition: Features, classification schemes, and databases (2010)A New Method of Locating the Maximum Point of an Arbitrary Multipeak Curve in the Presence of Noise (1964)A Tutorial on Bayesian Optimization of Expensive Cost Functions, with Application to Active User Modeling and Hierarchical Reinforcement Learning (2010)Information-Theoretic Regret Bounds for Gaussian Process Optimization in the Bandit Setting (2012)Taking the Human Out of the Loop: A Review of Bayesian Optimization (2015)Hyperband: A Novel Bandit-Based Approach to Hyperparameter Optimization (2016)A Tutorial on Bayesian Optimization (2018)The nature and measurement of meaning. (1952)Dimensions of Consumer Expertise (1987)Attachment and Loss (1969)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)
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References

  • 1872The expression of the emotions in man and animals.12,119 cited
  • 2011From game design elements to gamefulness10,427 cited
  • 1994Measuring emotion: The self-assessment manikin and the semantic differential9,531 cited
  • 2012Practical Bayesian Optimization of Machine Learning Algorithms6,967 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2011DEAP: A Database for Emotion Analysis ;Using Physiological Signals5,082 cited
  • 2013The benefits of playing video games.2,590 cited
  • 2001Toward machine emotional intelligence: analysis of affective physiological state2,334 cited
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  • 2014The Concept of Flow1,607 cited
  • 1991Culture and the categorization of emotions.1,339 cited
  • 2025Designing Virtual Worlds1,173 cited
  • 2008Game Design Workshop1,126 cited
  • 2004A Theory of Fun for Game Design1,110 cited

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Cited by

  • 2023Affective Game Computing: A Survey37 cited