Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. ,  propose a generalizable approach for building predictive models of players' emotional reactions across different games and game genres, as ll as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations beten changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors.  expect this work to benefit game designers by accelerating the affective play-testing process through the offline simulation of players' reactions to game design adaptations, as ll as to contribute towards individually-tailored affective gaming.
['Pedro Alves Nogueira', 'Rúben Aguiar', 'Rui Amaral Rodrigues', 'Eugénio C. Oliveira', 'Lennart E. Nacke']
I am writing a research paper on a idea Fuzzy affective player models: a physiology-based hierarchical clustering method
[{"from": "human", "value": "I am writing a research paper on a idea Fuzzy affective player models: a physiology-based hierarchical clustering method"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. ,  propose a generalizable approach for building predictive models of players' emotional reactions across different games and game genres, as ll as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations beten changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors.  expect this work to benefit game designers by accelerating the affective play-testing process through the offline simulation of players' reactions to game design adaptations, as ll as to contribute towards individually-tailored affective gaming."}]