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Affective computing
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=== Video games === Affective video games can access their players' emotional states through [[biofeedback]] devices.<ref>{{cite conference |title=Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me |first1=Kiel Mark |last1=Gilleade |first2=Alan |last2=Dix |first3=Jen |last3=Allanson |year=2005 |conference=Proc. [[Digital Games Research Association|DiGRA]] Conf. |url=http://comp.eprints.lancs.ac.uk/1057/1/Gilleade_Affective_Gaming_DIGRA_2005.pdf |access-date=2016-12-10 |archive-url=https://web.archive.org/web/20150406200454/http://comp.eprints.lancs.ac.uk/1057/1/Gilleade_Affective_Gaming_DIGRA_2005.pdf |archive-date=2015-04-06 |url-status=dead }}</ref> A particularly simple form of biofeedback is available through [[gamepad]]s that measure the pressure with which a button is pressed: this has been shown to correlate strongly with the players' level of [[arousal]];<ref>{{Cite conference| doi = 10.1145/765891.765957| title = Affective gaming: Measuring emotion through the gamepad| conference = CHI '03 Extended Abstracts on Human Factors in Computing Systems| year = 2003| last1 = Sykes | first1 = Jonathan| last2 = Brown | first2 = Simon| isbn = 1581136374| citeseerx = 10.1.1.92.2123}}</ref> at the other end of the scale are [[brain–computer interface]]s.<ref>{{Cite journal | doi = 10.1016/j.entcom.2009.09.007| title = Turning shortcomings into challenges: Brain–computer interfaces for games| journal = Entertainment Computing| volume = 1| issue = 2| pages = 85–94| year = 2009| last1 = Nijholt | first1 = Anton| last2 = Plass-Oude Bos | first2 = Danny| last3 = Reuderink | first3 = Boris| bibcode = 2009itie.conf..153N| url = http://wwwhome.cs.utwente.nl/~anijholt/artikelen/intetain_bci_2009.pdf}}</ref><ref>{{Cite conference| doi = 10.1007/978-3-642-02315-6_23| title = Affective Pacman: A Frustrating Game for Brain–Computer Interface Experiments| conference = Intelligent Technologies for Interactive Entertainment (INTETAIN)| pages = 221–227| year = 2009| last1 = Reuderink | first1 = Boris| last2 = Nijholt | first2 = Anton| last3 = Poel | first3 = Mannes| isbn = 978-3-642-02314-9}}</ref> Affective games have been used in medical research to support the emotional development of [[autism|autistic]] children.<ref>{{Cite journal | pmid = 19592726 | year = 2009 | last1 = Khandaker | first1 = M | title = Designing affective video games to support the social-emotional development of teenagers with autism spectrum disorders | journal = Studies in Health Technology and Informatics | volume = 144 | pages = 37–9 }}</ref>
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