GameVibe: A Multimodal Affective Game Corpus
Matthew Barthet, Maria Kaselimi, Kosmas Pinitas, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
TL;DR
GameVibe introduces a multimodal affect corpus of viewer engagement for FPS game videos, designed to support robust affect modelling. It aggregates 2 hours of synchronized audiovisual game stimuli across 30 FPS titles, with time-continuous engagement traces collected from 20 annotators using RankTrace within a controlled in-lab protocol. The work validates annotator reliability through QA tasks and DTW/KDE-based outlier handling, and releases raw and processed traces along with latent representations derived from pretrained visual and audio models (VideoMAE, MVD, BEATS). This dataset aims to generalize engagement prediction across unseen games and users, enabling cross-game transfer and multimodal analysis for game design and HCI research.
Abstract
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect traces for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.
