Latest Kinect sensors allow
games to feed off your fear
Microsoft’s depth-sensing camera will gain unprecedented information
about us
while we play, allowing games to adjust their difficulty in response
about us
while we play, allowing games to adjust their difficulty in response

(Image: 20th Century Fox/Everett/RexFeatures)
YOU’RE cornered and wounded. Cowering
behind
a crate, all you can do is hide and wait for the
acid-spraying alien to move on. You
desperately
look for a pattern in its movements, hoping
for a
chance to sneak past to safety.
behind
a crate, all you can do is hide and wait for the
acid-spraying alien to move on. You
desperately
look for a pattern in its movements, hoping
for a
chance to sneak past to safety.
So far, so scripted. But the chance still
doesn’t come.
As you’re stuck in your corner, heart rate rising and
a sheen of perspiration forming on your face, a
camera by the TV feeds data to the game. The
system is constantly judging. How much longer can
you take the tension? Is this still fun?
doesn’t come.
As you’re stuck in your corner, heart rate rising and
a sheen of perspiration forming on your face, a
camera by the TV feeds data to the game. The
system is constantly judging. How much longer can
you take the tension? Is this still fun?
The latest game spawned from the Alien film franchise is being made by Creative Assembly,
a game studio
in Horsham, UK. It is likely to be one of the first games to explore the potential of Microsoft’s
next-
generation Kinect sensors for the Xbox One games console. Announced at the same time as the
unveiling
of the Xbox One last week, the new Kinect is a huge improvement on its predecessor..
It will have HD colour and infrared cameras that can see if your eyes are open or closed in the
dark. It will
be able to detect your pulse from fluctuations in skin tone and, by measuring how
light reflects
off your
face, it will know when you start to sweat.
a game studio
in Horsham, UK. It is likely to be one of the first games to explore the potential of Microsoft’s
next-
generation Kinect sensors for the Xbox One games console. Announced at the same time as the
unveiling
of the Xbox One last week, the new Kinect is a huge improvement on its predecessor..
It will have HD colour and infrared cameras that can see if your eyes are open or closed in the
dark. It will
be able to detect your pulse from fluctuations in skin tone and, by measuring how
light reflects
off your
face, it will know when you start to sweat.
This will allow the new Kinect to bring emotional gaming to your living room. Games can
use the
biological data to orchestrate your experience by adjusting the difficulty or intensity in
real time,
depending on how excited the system thinks you currently are.
use the
biological data to orchestrate your experience by adjusting the difficulty or intensity in
real time,
depending on how excited the system thinks you currently are.
“The key is understanding what makes games fundamentally satisfying,” says Scott Rigby,
co-founder of
Immersyve, a gaming consultancy in Celebration, Florida, that advises on ways to engage
players by
gathering this biometric data. “I love the promise of it.”
co-founder of
Immersyve, a gaming consultancy in Celebration, Florida, that advises on ways to engage
players by
gathering this biometric data. “I love the promise of it.”
But Rigby warns that detecting signs of high emotion in a player does not automatically
mean they are
having a good time. “If I poke you with a stick, there is a spike in arousal,” he says.
“But that doesn’t
mean you like it and want me to do it again.”
mean they are
having a good time. “If I poke you with a stick, there is a spike in arousal,” he says.
“But that doesn’t
mean you like it and want me to do it again.”
“If I poke you with a stick, there is a spike in arousal. But that doesn’t mean you want me to do it again”
Biometric data from Kinect will still need to be combined with assumptions about what kind
of emotional
response a section of game is aiming for, says Rigby. For example, in a battle against a big
boss, players
will typically tolerate dying about four times before getting frustrated, he says. After that, a
game might
be programmed to lower the level of difficulty. Feedback could be used to tailor this to an
individual’s
preference.
of emotional
response a section of game is aiming for, says Rigby. For example, in a battle against a big
boss, players
will typically tolerate dying about four times before getting frustrated, he says. After that, a
game might
be programmed to lower the level of difficulty. Feedback could be used to tailor this to an
individual’s
preference.
Our bodies give away other clues too. “Kinect could measure how much mental effort
you’re putting into
a game or a specific task within a game,” says games psychologist and writer
Jamie Madigan. “And it can
tell when you’ve given up.”
you’re putting into
a game or a specific task within a game,” says games psychologist and writer
Jamie Madigan. “And it can
tell when you’ve given up.”
For example, your pupils dilate when you are engaged in a cognitive challenge, and
return to normal when
you have given up because something is too hard. “If the Kinect could reliably detect
pupil sizes, it would
open up a whole new level of scaling game difficulty,” says Madigan. For example, a puzzle
game could
get harder until the player enters the “zone” of peak performance – when gaming is at its
most satisfying.
It could also offer a hint when it detects you have given up.
return to normal when
you have given up because something is too hard. “If the Kinect could reliably detect
pupil sizes, it would
open up a whole new level of scaling game difficulty,” says Madigan. For example, a puzzle
game could
get harder until the player enters the “zone” of peak performance – when gaming is at its
most satisfying.
It could also offer a hint when it detects you have given up.
Systems that could detect when you are mentally taxed could also take advantage – pushing
in-game
transactions such as buying an extra life or better weapons, for example. “Willpower is like
a muscle that
can be exhausted by any mental activity,” says Madigan. “When it’s depleted we’re more
likely to do
dumb stuff like make impulse purchases.”
in-game
transactions such as buying an extra life or better weapons, for example. “Willpower is like
a muscle that
can be exhausted by any mental activity,” says Madigan. “When it’s depleted we’re more
likely to do
dumb stuff like make impulse purchases.”
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