GameVibe: a multimodal affective game corpus

📅 2024-06-17
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🤖 AI Summary
Current multimodal affective computing lacks high-quality, game-specific audiovisual stimuli datasets. Method: This study introduces GameVibe—the first multimodal affective corpus explicitly designed for gaming contexts—comprising high-fidelity gameplay videos from 30 representative games, fine-grained player behavioral logs, and continuous affect annotations from third-party viewers. It innovatively integrates in-game behavior, audiovisual content, and cross-perspective affective responses, employing a systematic audio-video-gameplay tridimensional diversity sampling strategy. Annotation consistency is rigorously quantified using Krippendorff’s Alpha (α > 0.8). Contribution/Results: GameVibe is publicly released and covers major genres—including RPG, FPS, and simulation—establishing the first benchmark resource and methodological paradigm for AIGC-driven affective interaction modeling and immersive experience research.

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📝 Abstract
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect traces for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.
Problem

Research questions and friction points this paper is trying to address.

Lack of high-quality multimodal affective datasets
Need diverse audiovisual stimuli for gaming research
Assessing annotator reliability for affective traces
Innovation

Methods, ideas, or system contributions that make the work stand out.

Multimodal audiovisual stimuli dataset
In-game behavioral observations included
High-quality diverse gameplay videos
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