In the Mood for Doing Good: The influence of positive and negative emotions in game narratives on prosocial tendencies.
Caris Chua Xin YiValerie YuVivian Hsueh Hua ChenPublished in: HICSS (2021)
Keyphrases
- positive and negative
- emotional state
- decision rules
- positive or negative
- human emotion
- computer games
- training instances
- video games
- game theory
- game playing
- personality traits
- nash equilibrium
- emotion recognition
- virtual world
- extracted features
- positive examples
- serious games
- game play
- genetic algorithm
- educational games
- rough sets
- image processing