Emotion- and Performance-in-the-Loop: Multimodal Difficulty-Adaptive Exergame System-Controlled Between-Participants Study
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Updated: Nov 7, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Liang Zhao1,2, Dan Liu3, Hanli Zhang1,2
1School of Mechanical Engineering, Guizhou University, Guiyang, Guizhou, China.
Background:
Existing exergames predominantly adjust difficulty based on explicit performance metrics, neglecting the player's implicit affective state, which often leads to early disengagement due to boredom or frustration.
Objective:
To address this gap, we present a novel exergame system that implements joint emotion- and performance-driven dynamic difficulty adjustment (DDA), using a closed-loop controller that reasons over both motor performance and affective state.
Methods:
The system integrates a computer-vision-based motion evaluation pipeline, a multimodal emotion recognition module that fuses facial action units (AUs), deep facial features, and motion-compensated heart rate variability (HRV) via an adaptive entropy-weighted decision-level fusion strategy, and a closed-loop difficulty controller. A controlled between-participants experiment (N=20) compared the adaptive system against a fixed-difficulty baseline during a 15-minute dance-exergame session.
Results:
Emotion recognition accuracy reached 81.07% (macro-F1: 81.02%) for 7 emotional states. The adaptive group demonstrated significantly lower cognitive load (NASA-TLX [National Aeronautics and Space Administration Task Load Index], P<.05), higher positive affect (Positive and Negative Affect Schedule [PANAS], P<.05), greater system usability (System Usability Scale [SUS], P<.05), improved motion accuracy (82.5% vs 74.8%, P<.05), and a physiologically healthier training load indicated by higher HRV root mean square of successive differences (RMSSD; 34.6 vs 24.3 ms, P<.05).
Conclusions:
The joint emotion-and-performance difficulty-adaptation mechanism is feasible and significantly improves user experience and training outcomes compared to a fixed-difficulty baseline.
