Game Controller Measures Player’s Emotions, Adapts the Game to Them

Engineers from Stanford University invented a way of making games even more interactive than when using an Oculus Rift VR headset. Their method involves a game controller that reads emotions and adapts the game consequently.

The game controller that Stanford University researchers developed in collaboration with Stanford University was first presented at CES 2014, but it looks like the team has made some progress since then. It’s a pity that the developers of this innovative device have not yet found a name for it. Still, that doesn’t take away from the revolution this game controller may start if it ever hits the market. Of course, there would have to be some support from game developers as well, as without that the controller doesn’t do more than just measuring the frustration levels.

Corey McCall, leader of the game controller project and a PhD candidate at the Stanford University explained how the device is able to create a more interactive experience.”By measuring those outputs, we can understand what’s happening in the brain almost instantaneously.”

According to McCall, the game controller would also act in lieu of parental control, “We can also control the game for children. If parents are concerned that their children are getting too wrapped up in the game, we can tone it down or remind them that it’s time for a healthy break.”

From a gamer’s viewpoint, however, this won’t end up well! Let’s take a look at the possible options. If the player enjoys a game very much, he will continue playing it. On the other hand, if the game seems impossible to finish or it looks like a particular boss is impossible to kill, the player will undoubtedly experience some frustration that will determine him to try over and over again until he succeeds.

Below is a video that was posted a few days ago on Stanford University’s YouTube channel that details how the emotions-reading game controller is supposed to look and work.

At this point, I believe it would be much easier to make this controller compatible with Android and iOS smartphones, tablets and consoles, as mobile games are probably easier to adapt to physiological reactions. Either way, it’s great to see that researchers find new ways to make games more interesting. Creating games that adapt to the way we play them and to the way we react to them might change people’s perception regarding dumb NPCs that perform the same actions all the time.

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