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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mathias Lux</string-name>
          <email>mlux@itec.aau.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Riegler</string-name>
          <email>michael@simula.no</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Steven Hicks</string-name>
          <email>steven@simula.no</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Duc-Tien Dang-Nguyen</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kristine Jorgensen</string-name>
          <email>kristine.jorgensen@uib.no</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vajira Thambawita</string-name>
          <email>vajira@simula.no</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pål Halvorsen</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Alpen-Adria Universität Klagenfurt</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kristiania University College</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>SimulaMet</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Bergen</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>13</fpage>
      <lpage>15</lpage>
      <abstract>
        <p>Video games are often understood as engines of experience, and the interaction with the game lets players consume carefully constructed experiences. While it is generally agreed upon that a good experience makes a good game, methods for measuring or observing the impact of the gameplay on the players' experience are still an open problem. In the 2021 Emotional Mario task, we ask researchers to investigate the gameplay of ten study participants on one of the most iconic classic video games: Super Mario Bros. We provide data to learn from, including heart rate, skin conductivity, videos of the players' faces synchronized to the gameplay, the gameplay itself, and player demographics including their scores and times spent in the game. Participants of the task are asked to predict gameplay events based on the biometric and facial data of the players.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        With the rise of deep learning, several large leaps in research have
been achieved in recent years such as human-level image
recognition, text classification, and even content creation. Games and deep
learning also have a relatively long history together, specifically in
reinforcement learning. However, video games still pose a lot of
challenges. Games are understood as engines of experience [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and
as such, they need to invoke human emotions. While emotion
recognition has come a far way over the last decade [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], the connection
between emotions and video games is still an open and interesting
research question. As games are designed to evoke emotions [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], we
hypothesize that emotions in the player are reflected in the visuals
of the video game. Simple examples are when players are happy
after having mastered a particularly complicated challenge, when
they are shocked by a jump scare scene in a horror game, or when
they are excited after unlocking a new resource. Questionnaires
can measure these things after playing [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], but in the Emotional
Mario task, we want to interconnect emotions and gameplay based
on data instead of asking the players.
      </p>
      <p>
        For the Emotional Mario challenge, we focus on the iconic Super
Mario Bros. video game and provide a multimodal dataset based
on a Super Mario Bros. implementation for OpenAI Gym [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. For
a population of ten players, the dataset contains their game input,
demographics, biomedical, sensory input from a medical-grade
device, and videos of their faces while playing the game.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>TASK DESCRIPTION</title>
      <p>The goal in the Emotional Mario task is to relate data about the
players, e.g., their heart rate, skin conductivity, or their facial
expressions, to the gameplay and events like Mario losing a life, finishing a
level, or gaining a power-up by consuming a mushroom. Emotional
Mario is structured into two subtasks:
• In the first subtask, we asked participants to identify events
of high significance in the gameplay by just analyzing the
facial video and the biometric data. Such significant events
include the end of a level, a power-up or extra life for Mario,
or Mario’s death.
• For the second subtask, which was optional, we asked
participants to create a video summary of the best moments
of the play. This can include gameplay scenes, facial video,
data visualization, and whatever can help such a summary.
3</p>
    </sec>
    <sec id="sec-3">
      <title>DATASET</title>
      <p>
        The task provides a dataset of videos and sensor readings of people
playing Super Mario Bros [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In total, a population of ten people
was selected for data gathering, ranging from gaming veterans
to novice players, with an even split between male and female
participants. Each participant provided a written form of consent,
allowing for their video, gameplay data, and sensor data to be
shared openly for research and teaching purposes under a Creative
Commons Attribution-NonCommercial 4.0 International License1.
1http://creativecommons.org/licenses/by-nc/4.0/,accessed2020-11-04
The dataset can be accessed via https://datasets.simula.no/toadstool
or https://osf.io/qrkcf/.
      </p>
      <p>
        For each participant, a range of multimodal data was recorded
and included in the dataset:
• a video file recording the participants face with a 1.3-MP
webcam with 30fps and 640x480 pixels,
• the controller input performed on each frame of the game
utilizing a wired USB controller from retro-bit, which is
modeled after the original controller for the Nintendo
Entertainment System,
• sensor data collected from an Empatica E4 wristband [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
including heart rate, temperature, skin conductivity, and
accelerometer data, and
• video game action files, which are scripts to generate the
video game frames.
      </p>
      <p>
        Besides the actual data, the provided dataset includes
documentation and process description as well. Additional data ranges from
the original questionnaire presented to the participants and their
answers, the consent form signed by the participants, the license,
and a README.txt file detailing the use of the dataset. A detailed
description of the dataset is given in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        In addition to the dataset, we provide (i) ground truth data for
the events in the game for 7 out of 10 participants (the remaining
three are used for the test set), and (ii) results from an automated
facial expression recognition package [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] including a confidence
value for the basic emotions anger, disgust, fear, happiness, sadness,
and surprise, as well as a neutral expression along with a bounding
box for the detected face. Examples are shown in Fig. 2.
      </p>
    </sec>
    <sec id="sec-4">
      <title>EVALUATION</title>
      <p>The evaluation of the task is two-fold. For the first subtask, we
collect the participants’ output on finding events for the missing
participants. We investigated the precision, recall, and f1 score of the
events. We ran four diferent types of evaluations. We investigated
if participants found the events in a range of +/- one second of
the actual events and did the same for +/- five seconds. Two more
evaluations were done focusing on the time of the event, discarding
the type. A random baseline was created by simulating runs with
randomized events. The random baseline is biased by the knowledge
of how many events are expected and chooses the number of events
randomly in the range of actual number of events +/- 50%2. Table 1
and Table 2 give an overview of the best results of each group as
well as the averaged random baseline.</p>
      <p>We expected few submissions for the second subtask and wanted
to employ a qualitative, heuristic evaluation. An expert panel with
professionals and researchers from the field of game development,
game studies, e-sports, and media sciences should have investigated
the submissions and judged them for:
(1) Informative value (i.e., is it a good summary of the
gameplay),
(2) Accuracy (i.e., does it reflect the emotional up and downs
and the skill of the play), and
(3) Innovation (i.e., surprisingly new approach, non-linearity
of the story, creative use of cuts, etc.)
Unfortunately, we did not receive submissions for the second
subtask.
5</p>
    </sec>
    <sec id="sec-5">
      <title>DISCUSSION AND OUTLOOK</title>
      <p>
        While the MediaEval Emotional Mario task is the spiritual successor
of the Gamestory task [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ], the goals are diferent. The work
on Counter-Strike: Global Ofensive and the analysis of the game
streaming and e-sports phenomena have shown the substantial
impact games have on culture and society. With the availability of
biometric sensors and deep learning for data analysis, we re-focus
on the interrelation of the game and the player’s experience.
      </p>
      <p>With the Emotional Mario task, we hope to outline the direction
of research where player-game interaction can be extended, and
games as engines of experience can be understood. Games are not
only a playground for people. They are also a vast resource for
research and future developments.</p>
    </sec>
    <sec id="sec-6">
      <title>ACKNOWLEDGMENTS</title>
      <p>We’d like to thank Dr. Andreas Leibetseder for his support.
2Evaluation scripts and creation of the random baseline can be found on https://github.
com/dermotte/EmotionalMarioEvaluation</p>
    </sec>
  </body>
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