A system presented in the present application can automatically and dynamically modify a video game being played by a user based at least partially on a determined or predicted emotional state of a user. Using one or more machine learning algorithms, a parameter function which uses sensory and/or biometric data obtained by monitoring the user playing the video game can be generated. Based on the sensory and/or biometric data, the emotional state of the user can be predicted. For example, whether the user is likely to be bored, happy, or frightened while playing the video game can be determined. Based at least in part on the determination of the emotional state of the user, the video game can be modified to increase positive feelings and reduce negative feelings occurring in response to the video game.
SENSORY-BASED DYNAMIC GAME-STATE CONFIGURATION