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ironmanDX said:
SvennoJ said:

I guess most of these so called scary games will end with "Ok, I give up, here's your money back and please stop staring at me with that total disappointment in your eyes"

Anything that can measure frustration and adjust the game before the controller hits the kinect square in the face is a plus though.

Nice food for thought in the last paragraph:
Systems that could detect when you are mentally taxed could also take advantage – pushing in-game transactions such as buying an extra life or better weapons, for example. "Willpower is like a muscle that can be exhausted by any mental activity," says Madigan. "When it's depleted we're more likely to do dumb stuff like make impulse purchases."

I'm sure marketeers are drooling at all the possibilities. Not just in games, looking a bit hungry, pop up the pizza app. Smacking your lips, Pepsi commercial. Detect disgusted look, adjust, pop up Coke commercial. Pleased look found, save to profile.

Straight to the negatives, will this site ever surprise me again?

Companies have done targeted advertising for ages already. It's nothing new.

Straight to the defensive, predictable as always.

Dead space 3 already entices the player with impulse purchases, need a couple more rare ingredients, here buy them now.

Games can already figure out how the gamer feels without a camera. Repeatedly dying, aimlessly walking back and forth, frustration. Constantly hiding behind things, running away, fear. Walking around at a languid pace not caring about getting hit, just stand there and deal it out, bored. Running around, scrambling on low health and resources, quickly ducking in and out of fights, doggedly tailing another car pressing to pass at every corner, excited.

The real benefit is gouging consumer reactions to commercials. Targeted advertising is nothing real, being able to watch people's reaction to advertisement is a gold mine.

Anyway show me a game that uses it. Detecting fear is only a small part of the equation.