Abstract
In this paper, a second-order adaptive self-modelling network model is introduced to model collective emotional response during frequent repetitive reward-based gaming. The model makes use of organizational learning using sharing individual learning experiences over shared gaming experiences. Simulation showed relevant prediction of skill building affected by emotional responses and context factors concerning communication and listening. The dynamics of the model were verified and validated through mathematical verification and parameter tuning, resulting in a computational model with a potential of being a successful cornerstone for frequent repetitive reward-based gaming-related research.
Original language | English |
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Title of host publication | Proceedings of 7th International Congress on Information and Communication Technology |
Subtitle of host publication | ICICT 2022, London, Volume 4 |
Editors | Xin-She Yang, Simon Sherratt, Nilanjan Dey, Amit Joshi |
Publisher | Springer Science and Business Media Deutschland GmbH |
Pages | 299-311 |
Number of pages | 13 |
Volume | 4 |
ISBN (Print) | 9789811923968 |
DOIs | |
Publication status | Published - 2023 |
Event | 7th International Congress on Information and Communication Technology, ICICT 2022 - Virtual, Online Duration: 21 Feb 2022 → 24 Feb 2022 |
Publication series
Name | Lecture Notes in Networks and Systems |
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Volume | 465 |
ISSN (Print) | 2367-3370 |
ISSN (Electronic) | 2367-3389 |
Conference
Conference | 7th International Congress on Information and Communication Technology, ICICT 2022 |
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City | Virtual, Online |
Period | 21/02/22 → 24/02/22 |
Bibliographical note
Publisher Copyright:© 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
Keywords
- Adaptive network model
- Collective emotional response
- Reward-based gaming