Publications
This page contains a list of all publications that followed from the DATA2GAME research project.
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Modeling Behavioral Competencies In Crisis Management Scenarios
Paris Mavromoustakos-Blom, Johannes Steinrücke, Sander Bakkes, Pieter Spronck.
Psychonomics Society 2018. Amsterdam, The Netherlands.
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Personalised Crisis Management Training on a Tablet
Paris Mavromoustakos, Sander Bakkes, Pieter Spronck.
Proceedings of Foundations of Digital Games 2018 (FDG2018). Malmö, Sweden.
August 7–10 2018.
Abstract:
In this paper, we propose a
framework for personalised crisis management training through the use
of an applied game. The framework particularly focuses on ubiquitously
assessing and manipulating player stress levels during training, and
evaluating player performance by providing personalised feedback. To
achieve these goals, the framework leverages techniques for multi-modal
player modeling through physiological sensors, in-game events and
selfreport data. Specifically, the present paper (1) discusses design
decisions for the personalised crisis management training framework,
and (2) presents the game prototype with which user-studies will be
performed. Presently, the game prototype is being developed in close
collaboration with actual crisis management experts.
[Full text]
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Towards Generating Textual Game Assets from Real-World Data
Judith van Stegeren, Mariët Theune.
Proceedings of Foundations of Digital Games 2018 (FDG2018). Malmö, Sweden.
August 7–10, 2018.
Abstract:
We propose using real-world
datasets to generate textual game assets for serious games. As an
example, we used a dataset of P2000 crisis event messages to generate
descriptive texts that can be transformed into new game assets by game
writers, thereby reducing the writing effort required during the
development phase of an adaptive serious game. In this paper we
describe this first attempt and we discuss the challenges and
possibilities of using open data for textual asset generation.
[Full text]
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Determining
the effect of stress on analytical skills performance in digital
decision games: Towards an unobtrusive measure of experienced stress in
gameplay scenarios
Steinrücke, J., Veldkamp, B. P. & De Jong, T..
Computers in Human Behavior.
16 May 2019.
Abstract:
This study aims to develop
an unobtrusive measure for experienced stress in a digital serious
gaming environment involving decision making in crisis management,
using only in-game measures in a digital decision game called the Mayor
Game. Research has shown that stress has an influence on a
decision-maker's behavior, and also on the learning experience in
training scenarios. Being able to assess unobtrusively the level of
stress experienced would allow manipulation of the game so as to
improve the learning experience. An experiment was conducted with two
conditions, one paced and one non-paced. In the paced condition,
participants were exposed to in-game changes that aimed to induce
stress by creating information overload, uncertainty and time pressure.
While pacing caused differences between the conditions with respect to
in-game performance for analytical skills, several simple unobtrusive
in-game measures were not consistent enough to serve as indicators for
experienced stress. Further, physiological measurements of stress did
not show significant differences between the conditions, indicating
that the employed methods to induce stress did not work sufficiently.
These results call for testing of more sophisticated methodologies to
unobtrusively assess experienced stress in the given type of serious
game.
[Full text]
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Churnalist: Fictional Headline Generation for Context-appropriate Flavor Text
Judith van Stegeren, Mariët Theune.
International Conference on Computational Creativity, Charlotte, NC, USA.
June 17 - June 21, 2019.
Abstract:
We present Churnalist, a
headline generator for creating contextually-appropriate fictional
headlines that can be used as ‘flavor text’ in games. Churnalist
creates new headlines from existing headlines with text modification.
It extracts seed words from free text input, queries a knowledge base
for related words and uses these words in the new headlines.
Churnalist’s knowledge base consists of a dataset of pre-trained word
embeddings, thus requiring no linguistic expertise or hand-coded models
from the user.
[Full text]
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Narrative Generation in the Wild: Methods from NaNoGenMo
Judith van Stegeren, Mariët Theune.
Second workshop on Storytelling (StoryNLP), ACL. Florence, Italy.
August 1, 2019.
Abstract:
In text generation,
generating long stories is still a challenge. Coherence tends to
decrease rapidly as the output length increases. Especially for
generated stories, coherence of the narrative is an important quality
aspect of the output text. In this paper we examine how narrative
coherence is attained in the submissions of NaNoGenMo 2018, an online
text generation event where participants are challenged to generate a
50,000 word novel. We list the main approaches that were used to
generate coherent narratives and link them to scientific literature.
Finally, we give recommendations on when to use which approach.
[Full text]
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Remixing Headlines for Context-Appropriate Flavor Text
Judith van Stegeren, Mariët Theune.
IEEE Conference On Games, London, UK.
August 20-23, 2019.
Abstract:
We describe a prototype of
Churnalist, a headline generator for creating contextually-appropriate
fictional headlines that can be used as flavor text in games.
Churnalist creates new headlines by remixing existing headlines. It
extracts seed words from free text input, searches for related words in
a dataset of word embeddings and uses these words in the new headlines.
The system requires no linguistic expertise or hand-coded language
models from the user.
[Full text]
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Towards Multi-modal Stress Response Modelling in Competitive League of Legends
Paris Mavromoustakos-Blom, Sander Bakkes, Pieter Spronck.
IEEE Conference On Games, London, UK.
August 20-23, 2019.
Abstract:
With the constant rise in
popularity of competitive video gaming (also known as Esports), Esports
analytics has been a field of growing scientific interest in the recent
years. Studies discussing player behaviour, skill learning and team
performance have been conducted through Multiplayer Online Battle Arena
games such as League of Legends. In this paper, we propose a
multi-modal approach towards stress response modeling in competitive
LoL games. We collect wearable physiological sensor data, mouse &
keyboard logs and in-game data in order to study the relationship
between player stress responses and in-game behaviour. We discuss the
design criteria and propose future studies using the collected dataset.
[Full text]
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Modeling and adjusting in-game difficulty based on facial expression analysis
Paris Mavromoustakos-Blom, Sander Bakkes, Pieter Spronck.
Entertainment Computing.
September 20, 2019.
Abstract:
In this paper we introduce
Facial Expression Analysis (FEA) both as a means of predicting in-game
difficulty and as a modeling mechanism, based on which we develop
in-game difficulty adjustment algorithms for single player arcade
games. Our main contribution is the implementation of an online and
unobtrusive game personalisation system. On the basis of FEA, our
system is able to adapt the difficulty level of the game to the
individual player, without interruptions, during actual gameplay.
Specifically, we study (a) how perceived in-game difficulty can be
measured through facial expression analysis, and (b) how facial
expression data can model player behavior and predict their affective
state. Experimental findings reveal that different in-game difficulty
settings can be correlated to distinct player emotions (revealed in
facial expressions). Furthermore, a model based on facial expression
analysis is successfully applied to calculate an appropriate difficulty
setting, tailored to the individual player. From these results, we may
conclude that efficient game personalisation is achievable through FEA.
[Full text]
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Andromeda: A Personalised Crisis Management Training Toolkit
Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck.
In:
Liapis A., Yannakakis G., Gentile M., Ninaus M. (eds) Games and
Learning Alliance. GALA 2019. Lecture Notes in Computer Science, vol
11899. Springer, Cham.
November 1, 2019.
Abstract:
Over the last decades,
technological advancements have enabled the gamification of many of
modern society’s processes. Crisis management training has benefited
from the introduction of human-machine interfaces (HMIs) and wearable
monitoring sensors. Crisis responders are nowadays able to attend
training sessions through computer-simulated crisis scenarios while
simultaneously receiving real-time feedback on their operational and
cognitive performance. Such training sessions would require a
considerable amount of resources if they were to be recreated in the
real world. We introduce Andromeda, a toolkit designed to allow
remote-access, real-time crisis management training personalisation
through an applied game. Andromeda consists of a browser-based
dashboard which enables real-time monitoring and adaptation of crisis
management scenarios, and a remote server which securely stores,
analyses and serves training data. In this paper, we discuss
Andromeda’s design concepts and propose future studies using this
toolkit. Our main focal points are player stress response modelling and
automated crisis management training adaptation.
[Full text]
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Creating a Sentiment Lexicon with Game-Specific Words for Analyzing NPC Dialogue in The Elder Scrolls V: Skyrim
Thérèse Bergsma, Judith van Stegeren, Mariët Theune.
Games and NLP Workshop, LREC 2020.
May 11, 2020.
Abstract:
A weak point of rule-based
sentiment analysis systems is that the underlying sentiment lexicons
are often not adapted to the domain of the text we want to analyze. We
created a game-specific sentiment lexicon for video game Skyrim based
on the E-ANEW word list and a dataset of Skyrim’s in-game documents. We
calculated sentiment ratings for NPC dialogue using both our lexicon
and E-ANEW and compared the resulting sentiment ratings to those of
human raters. Both lexicons perform comparably well on our evaluation
dialogues, but the game-specific extension performs slightly better on
the dominance dimension for dialogue segments and the arousal dimension
for full dialogues. To our knowledge, this is the first time that a
sentiment analysis lexicon has been adapted to the video game domain.
[Full text]
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The Effect of Self-Reflection on Information Literacy Performance in a Digital Serious Game (abstract)
Johannes Steinrücke, Bernard P. Veldkamp, Ton de Jong.
Book of Accepted Abstracts for the EARLI SIG14 Conference 2020 in Barcelona.
June 30, 2020.
Abstract:
Information literacy is a
skill consisting of multiple facets. Being information literate is
particularly beneficial in decision making processes in crisis
management, where decision makers have to work with limited time and
data about the situation. In order to train decision makers on
information literacy, digital serious games offer the advantage of
being an accessible training method, which the trainees can use on more
frequent basis than traditional, analog training methods. Given that
self-reflection is already part of the post-training discussion and
reflection sessions in traditional crisis management training and that
it has proven to be a beneficial instructional intervention in digital
serious gaming environments, self-reflection moments in a digital
serious game will be used in this study to trigger the trainees to
rethink and thereby adjust their in-game training behavior.
Consequently, this study investigates the effect of a self-reflection
moment in a digital serious game for crisis management decision making
training.
[Full text]
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Information
literacy skills assessment in digital crisis management training for
the safety domain: Developing an unobtrusive method
Johannes Steinrücke, Bernard Veldkamp, Ton de Jong.
Frontiers in Education.
July 13, 2020.
Abstract:
This study aims to develop
an unobtrusive assessment method for information literacy in the
context of crisis management decision making in a digital serious game.
The goal is to only employ in-game indicators to assess the players’
skill level on different facets of information literacy. In crisis
management decision making it is crucial to combine an intuitive
approach to decision making, build up by experience, with an analytical
approach to decision making, taking into account contextual information
about the crisis situation. Situations like these have to be trained
frequently, for example by using serious games. Adaptivity can improve
the effectiveness and efficiency of serious games. Unobtrusive
assessment can enable game developers to make the game adapt to the
players current skill level without breaking the flow of gameplay.
Participants played a gameplay scenario in the Dilemma Game.
Additionally, participants completed a questionnaire that was used as a
validation measure for the in-game information literacy assessment.
Using latent profile analyses, unobtrusive assessment models could be
identified, most of which correlate significantly to the validation
measure scores. Although inconsistencies in correlations between the
information literacy standards, which call for broader testing of the
identified unobtrusive assessment models, have been observed, the
results display a good starting point for an unobtrusive assessment
method and a first step in the development of an adaptive serious game
for information literacy in crisis management decision making.
[Full text]
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Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game
Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck.
Proceedings of Foundations of Digital Games (FDG) Conference 2020, Valetta, Malta.
15 september 2020.
Abstract:
In this paper, we study the
effect of time pressure on player behaviour during a dilemma-based
crisis management game. We analyse the effects of time pressure onto
player behaviour through physiological sensors, in-game actions and
self-reports. We employ time pressure as an artificial stressor during
gameplay. Our analysis focuses on multi-modal modelling of player
behaviour, measuring correlation across modalities and estimating
expected player stress levels during gameplay. We were able to create
descriptive models of time pressure's effect on player behaviour based
on their physiological responses and in-game actions, despite these two
modalities not showing a notable correlation. Furthermore, we enable
the prediction of player behaviour in real-time by estimating future
values of sensor- and in-game-derived features during gameplay. The
method presented in this paper can be employed in crisis management
training, aiming at assessing players' responses to stressful
conditions and manipulating player stress levels to provide
personalised training scenarios.
[Full text]
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Exploring Peak-End Effects in Player Affect through Hearthstone
Agner Piton, Paris Mavromoustakos Blom and Pieter Spronck.
Proceedings of GAME-ON Conference 2020, Aveiro, Portugal.
September 23, 2020.
Abstract:
Peak-end theory suggests
that when remembering an experience, people tend to focus on the
moments of highest emotional variance and the last moments of the
experience. In this paper, we study whether peak-end effects occur in
gaming experiences, by comparing real-time to retrospective
measurements of player affect. We ran an experiment where each of 26
participants played two games of Hearthstone while their affective
state was monitored in real time through self-reporting and facial
expression recognition. Additionally, participants submitted a
retrospective report on their emotions 24 hours after the experiment
took place. Strong correlation was found between the self-reported
peak- end and retrospective emotion values, while no correlation was
found between the retrospective self-reports and player facial
expressions. The results of this study validate that the peak-end rule
can be leveraged in order to identify players’ retrospective emotions
towards a game experience.
[Full text]
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Multi-Modal Study of the Effect of Information Complexity in a Crisis Management Game
Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck.
Proceedings of GAME-ON Conference 2020, Aveiro, Portugal.
September 23, 2020.
Abstract:
In this paper, we study the
effect of information complexity on player in-game behaviour and
physiological responses during a dilemma-based crisis management game.
We run a user study, where players attempt to solve a crisis scenario
while their in-game and physiological activity is being monitored
through game logs and wearable physiological sensors. Results show that
information complexity has noticeable effects on players' decision
making and physiological responses, while moderate correlation was
found between specific in-game- and physiology-based behavioural
features. This study is focused on exploring behavioural patterns
correlated to various levels of information complexity. Our findings
can be applied in future studies aiming at designing personalised
crisis management training scenarios.
[Full text]
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Fantastic Strings and Where to Find Them: The Quest for High-Quality Video Game Text Corpora
Judith van Stegeren, Mariët Theune.
Intelligent Narrative Technologies 2020 workshop.
Oct 19, 2020.
Abstract:
High-quality video game text
corpora can be used as resources for many types of research, including
but not limited to text generation for games. However, these corpora
are scarce. We address this issue by proposing a number of quality
criteria for video game text corpora, and describing from where such
corpora can be obtained. We also present three datasets with game texts
from popular video games Torchlight II, Star Wars: Knights of the Old
Republic and The Elder Scrolls, together with examples of how these
corpora can be used in research.
[Full text]
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Improving Dutch sentiment analysis in Pattern
Lorenzo Gatti, Judith van Stegeren.
Computational Linguistics in the Netherlands journal.
12 December 2020.
Abstract:
In this paper we investigate
methods for improving the sentiment analysis functionality of
Pattern.nl, the Dutch submodule of Pattern, an open-source library for
web mining and natural language processing. We discuss the impact on
performance of three different potential improvements: extending the
module’s internal sentiment lexicon; removing subsets of neutral words
from the sentiment lexicon; and improving the algorithm for combining
multiple word-level sentiment ratings into a sentence-level sentiment
rating. We evaluated the improvements on datasets from the product
review domain (books, clothing and music) and a dataset of short
emotional stories. The experiments show that lexicon expansion does not
lead to better results; new normalization techniques, on the other
hand, show a limited but consistent performance increase for sentiment
ratings.
[Full text]
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Data2Game: Towards an Integrated Demonstrator
Johannes
Steinrücke, Paris Mavromoustakos-Blom, Judith van Stegeren, Ymko
Attema, Sander Bakkes, Thomas de Groot, Johan de Heer, Dirk Heylen,
Rafal Hrynkiewicz, Ton de Jong, Tije Oortwijn, Pieter Spronck, Mariët
Theune, Bernard Veldkamp.
AHFE 2021: Advances in Usability, User Experience, Wearable and Assistive Technology.
8 July 2021.
Abstract:
The Data2Game project
investigates how the efficacy of computerized training games can be
enhanced by tailoring training scenarios to the individual player. The
research is centered around three research innovations: (1) techniques
for the automated modelling of players’ affective states, based on
exhibited social signals, (2) techniques for the automated generation
of in-game narratives tailored to the learning needs of the player, and
(3) validated studies on the relation of the player behavior and game
properties to learning performance. This paper describes the
integration of the main results into a joint prototype.
[Full text]
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Fine-tuning GPT-2 on annotated RPG quests for NPC dialogue generation
Judith van Stegeren and Jakub Myśliwiec.
The 16th International Conference on the Foundations of Digital Games (FDG) 2021.
2 Augustus 2021.
Abstract:
GPT-2, a neural language
model trained on a large dataset of English web text, has been used in
a variety of natural language generation tasks because of the language
quality and coherence of its outputs. In order to investigate the
usability of GPT-2 for text generation for video games, we fine-tuned
GPT-2 on a corpus of video game quests and used this model to generate
dialogue lines for quest-giver NPCs in a role-playing game. We show
that the model learned the structure of quests and NPC dialogue, and
investigate how the temperature parameter influences the language
quality and creativity of the output artifacts. We evaluated our
approach with a crowdsource experiment in which human judges were asked
to rate hand-written and generated quest texts on language quality,
coherence and creativity.
[Full text]
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Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone
Paris Mavromoustakos Blom, Mehmet Kosa, Sander Bakkes & Pieter Spronck.
The 16th International Conference on the Foundations of Digital Games (FDG) 2021.
2 Augustus 2021.
Abstract:
In this study, we used
recordings of players’ facial expressions that are captured during
competitive Hearthstone games to analyse the correlation between
in-game player affective responses and subjective post-game
self-reports. With this, we aimed to examine whether eye gaze, head
pose and emotions gathered as objective data from face recordings would
be associated with subjective experiences of players which were
collected in the form of a post-game survey. Data was collected during
a live offline Hearthstone competition, which involved a total of 17
players and 31 matches played. Correlation analyses between in-game and
post-game variables show that players’ facial expressions and eye gaze
measurements are associated with both players’ attention to the
opponent and their mood influenced by the opponent. In future research,
these results may be used to implement predictive player models.
[Full text]
- The effect of self-reflection on information usage and information literacy in a digital serious game
Johannes Steinrücke, Bernard Veldkamp, Ton de Jong. Computers and Education Open, Volume 4. December 2023.
Abstract: In crisis management decision-making, decision-makers have to
combine (limited) situational information with their own experience.
Whereas traditional, analog training of decision-making situations in
crisis management costs considerable time and effort, digital serious
games can be used as more accessible training environments to offer
additional training moments. Another advantage is that digital games
offer new didactic opportunities, such as inducing specific reflection
from the trainees. This study examines the effect of self-reflection
through social comparison on information usage and information literacy
of players of a digital serious game for crisis management
decision-making training. In an experiment, data was collected from 73
participants, 47 were eligible for further analysis, split over two
conditions. Participants played two gameplay scenarios in fixed order.
Participants in the experimental condition, between the two scenarios,
saw a dashboard displaying their own as well as previous players’
in-game behavior up to that point. Participants in the control
condition received no intervention between playing the two scenarios.
Overall, participants in the experimental condition used significantly
more information from more different sources, and compared to the
control condition they kept taking significantly more time to decide in
the second scenario. No significant between-condition differences
regarding information literacy were found. Results indicate that
in-game behavior can be (positively) influenced by letting players
self-reflect on their own in-game behavior through social comparison.
Results also suggest that the dashboard should display more specific
information of players’ in-game behavior, providing guidance on what to
improve, rather than simply offering a broad overview.[Full text]