# Emoception: Selective Affective Layer Fine-Tuning of Video Vision Transformers for Player Arousal Change Recognition From Gameplay Footage

arXiv: https://arxiv.org/abs/2610.07603 · HTML: https://mlsanity.com/paper/2610.07603/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 3 of its 39 references that are in the map.
- First posted on arXiv 6 Oct 2026.

## Builds on (most cited first, 3 of 3)

- [Less is More: Selective Layer Finetuning with SubTuning](https://mlsanity.com/paper/2302.06354/) (2023)
- [Can Large Language Models Capture Video Game Engagement?](https://mlsanity.com/paper/2502.04379/) (2025)
- [GD-FPS: Growth-Driven Feedforward Parameter Selection for Efficient Fine-Tuning](https://mlsanity.com/paper/2510.27359/) (2025)

## Abstract (arXiv)

This article proposes Selective Affective Layer Fine-Tuning (SALFT), an efficient adaptation framework for Video Vision Transformers in player arousal recognition from gameplay. To bypass computationally expensive full fine-tuning, SALFT introduces a selection criterion based on the L2-norm change in layer parameters after brief adaptation, directly measuring representational shifts and providing a more stable basis than gradient-based alternatives. Evaluated via five-fold cross-validation on the Arousal Video Game AnnotatIoN dataset, SALFT achieves performance comparable to full fine-tuning across all games without statistically significant degradation (p>0.05), while updating only ≈8% of parameters (over 92% reduction). Notably, in one game, SALFT consistently outperforms both full fine-tuning and the best baseline across all metrics and folds, reaching the theoretical minimum p-value (p=0.0625, exact two-sided Wilcoxon signed-rank test). In addition, we introduce an interpretability method to trace attention patterns, enhancing model transparency. These results establish SALFT as an effective and efficient approach for affective game computing.
