GameVibe: a multimodal affective game corpus

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.

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Publication Details

Journal
Scientific Data
Published
2024-11-29
DOI
https://doi.org/10.1038/s41597-024-04022-4
Citations
7
Primary Topic
Emotion and Mood Recognition
Type
article
Field-Weighted Citation Impact
3.55

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article

GameVibe: a multimodal affective game corpus

Antonios Liapis, Matthew Barthet, Kosmas Pinitas, Konstantinos Makantasis et al.
7 citations
Scientific Data
Emotion and Mood Recognition
3.55
article

GameVibe: a multimodal affective game corpus

Antonios Liapis, Matthew Barthet, Kosmas Pinitas, Konstantinos Makantasis, Georgios N. Yannakakis, Maria Kaselimi
article en
7 citations

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.

Scientific DataVol. 11(1)
University of Malta (MT)
Malta Council for Science and Technology
Openalex Percentile: Top 7%
Emotion and Mood Recognition
3.55
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