Affect-adaptive video games are increasingly concerned with changing game material based on the emotional states of player to best elicit the optimal experience. However, conceptual uncertainties and unreliable methodologies make this process currently difficult and results inconclusive. Here we present a methodological approach to explicitly test mapping assumptions between in-game variables, player input, and subjective experience to build affect-adaptive video games. In Experiment 1, 161 participants played through a newly developed 2D action arcade game. Their data was used to identify associations between game input, presented material, and affective valence. Results made it possible to identify two potential pathways for emotion adaptation which were implemented and evaluated in Experiment 2 (N = 158) against a non-adaptive version of the same game. The player-based emotional adaptation showed a significant increase in self-reported valence compared to the control condition, providing evidence for the utility of the process.
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