A Fuzzy Control System for Inductive Video Games
Carlos Lara-Alvarez, Hugo Mitre-Hernandez, Juan Flores, Maria Fuentes

TL;DR
This paper introduces a fuzzy control system for educational video games that dynamically adjusts difficulty and emotional content based on voice analysis, enhancing learning by fostering positive emotional states.
Contribution
It presents a novel inductive control method that modulates game difficulty and aesthetics by analyzing player emotions, improving engagement and learning outcomes.
Findings
Players reached positive emotional states faster with IC.
IC maintained players in the flow zone more effectively.
Participants showed improved learning engagement with IC.
Abstract
It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational games. Unlike conventional approaches that only modify the game level, the proposed technique also induces emotions in the player for supporting the learning process. This paper explores a fuzzy system that analyzes the players' performance and their emotional state for controlling the level and aesthetic content of an educational video game. The emotional state of the player is recognized through voice analysis. A total of 20 subjects played a video game designed to practice basic math skills; for each trial, a student plays two times in a row the same game but each time the game was controlled by one of the two approaches ---Dynamic Difficulty…
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Taxonomy
TopicsArtificial Intelligence in Games · Educational Games and Gamification · Digital Games and Media
