# GameVibe: A Multimodal Affective Game Corpus

arXiv: https://arxiv.org/abs/2407.12787 · HTML: https://mlsanity.com/paper/2407.12787/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 52 references that are in the map.
- First posted on arXiv 17 Jun 2024.

## Builds on (most cited first, 14 of 14)

- [VideoMAE: Masked Autoencoders are Data-Efficient Learners for Self-Supervised Video Pre-Training](https://mlsanity.com/paper/2203.12602/) (2022)
- [AffectNet: A Database for Facial Expression, Valence, and Arousal Computing in the Wild](https://mlsanity.com/paper/1708.03985/) (2017)
- [BEATs: Audio Pre-Training with Acoustic Tokenizers](https://mlsanity.com/paper/2212.09058/) (2022)
- [Deep Affect Prediction in-the-wild: Aff-Wild Database and Challenge, Deep Architectures, and Beyond](https://mlsanity.com/paper/1804.10938/) (2018)
- [ABAW: Valence-Arousal Estimation, Expression Recognition, Action Unit Detection & Multi-Task Learning Challenges](https://mlsanity.com/paper/2202.10659/) (2022)
- [Masked Video Distillation: Rethinking Masked Feature Modeling for Self-supervised Video Representation Learning](https://mlsanity.com/paper/2212.04500/) (2022)
- [SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild](https://mlsanity.com/paper/1901.02839/) (2019)
- [K-EmoCon, a multimodal sensor dataset for continuous emotion recognition in naturalistic conversations](https://mlsanity.com/paper/2005.04120/) (2020)
- [A dataset of continuous affect annotations and physiological signals for emotion analysis](https://mlsanity.com/paper/1812.02782/) (2018)
- [The Arousal video Game AnnotatIoN (AGAIN) Dataset](https://mlsanity.com/paper/2104.02643/) (2021)
- [PAGAN: Video Affect Annotation Made Easy](https://mlsanity.com/paper/1907.01008/) (2019)
- [Affective Game Computing: A Survey](https://mlsanity.com/paper/2309.14104/) (2023)
- [Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions](https://mlsanity.com/paper/2310.06136/) (2023)
- [Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation](https://mlsanity.com/paper/2308.16029/) (2023)

## Built on by (most cited first, 5 of 5)

- [Across-Game Engagement Modelling via Few-Shot Learning](https://mlsanity.com/paper/2409.13002/) (2024)
- [Can Large Language Models Capture Video Game Engagement?](https://mlsanity.com/paper/2502.04379/) (2025)
- [Emotions as Ambiguity-aware Ordinal Representations](https://mlsanity.com/paper/2508.19193/) (2025)
- [Do Vision Language Models Understand Human Engagement in Games?](https://mlsanity.com/paper/2603.18480/) (2026)
- [Resource-Constrained Affect Modelling via Variance Regularisation Pruning](https://mlsanity.com/paper/2605.27479/) (2026)

## Abstract (arXiv)

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.
