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Phil Lopes

Publications and source records attributed to Phil Lopes.

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Closing the Loop in Affect-Driven Game Adaptation: A Systematic Review

Recognizing player state is only one component of affective game adaptation; inferred experience must also be translated into adaptive interventions that modify gameplay or game content. Although player experience modeling and content adaptation are established research areas, fewer studies examine how sensing, modeling, and adaptation are integrated into complete, empirically evaluated gameplay systems. This PRISMA-guided systematic review analyzes 23 empirical studies published from January 1, 2015, to December 31, 2025, that implement a complete experience-driven loop defined here as the combination of player data acquisition, player experience modeling, and adaptive game content. Complete-loop systems were relatively uncommon in the retrieved corpus, and the selected systems were predominantly oriented toward dynamic difficulty adjustment, engagement, rehabilitation, or performance-related goals. Game telemetry was the dominant input modality, while non-invasive sources with affective relevance, such as facial expression analysis and peripheral interaction data, were less common. Knowledge-based methods, including rule-based systems and heuristics, dominated both modeling and adaptation because of their interpretability and low deployment requirements, whereas machine learning approaches were less frequent and remained constrained by data availability, transparency, and runtime integration challenges. Most importantly, affective information was often used to support challenge calibration or related adaptation objectives, while stress, anxiety, horror, and related affective states were rarely addressed as explicit adaptation targets. These findings identify a gap within this review scope: affective information may enter an adaptive loop without making affective state the objective of adaptation.

cs.HC

Games! What are they good for? The Struggle of Serious Game Adoption for Rehabilitation

The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists face barriers to adopting serious games in rehabilitation, including limited training and game literacy, concerns about cost and equipment availability, and a lack of evidence-based research on game effectiveness. Serious games for rehabilitation often involve repetitive exercises, which can be tedious and reduce motivation for continued rehabilitation, treating clients as passive recipients of clinical outcomes rather than players. This study identifies gaps and provides essential insights for advancing serious games in rehabilitation, aiming to enhance their engagement for clients and effectiveness as a therapeutic tool. Addressing these challenges requires a paradigm shift towards developing and co-creating serious games for rehabilitation with therapists, researchers, and stakeholders. Furthermore, future research is crucial to advance the development of serious games, ensuring they adhere to evidence-based principles and engage both clients and therapists. This endeavor will identify gaps in the field, inspire new directions, and support the creation of practical guidelines for serious games research.

cs.HC

Generating 3D Terrain with 2D Cellular Automata

This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting, navigable landscapes, suggesting applicability for terrain generation in games.

nlin.CG