Abstract | ||
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This research is to design a digital game, Emotion Labyrinth, to help users to learn to rationalize emotions in the gaming process. It is a 3D simulated game through which the users learn to turn negative emotions into positive emotions. At the end of the game, the system would generate a narrative story describing the users emotional changes happened in the process so that the users can revisit his/her experiences once more. Qualitative research approach is used to present a case study about the results of his rational emotive scale, gaming path analysis, as well as the observation and interview. The user expressed the process to be helpful that allows him to inspect his internal emotions from the story generated by the game. |
Year | DOI | Venue |
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2012 | 10.1109/IIAI-AAI.2012.39 | IIAI-AAI |
Keywords | Field | DocType |
qualitative research approach,digital game,rationalize emotions,gaming path analysis,simulated game,game environment,users emotional change,gaming process,narrative story,internal emotion,case study,emotion labyrinth,face,games,semantics,interviews | Game mechanics,Game art design,Game design,Cognitive psychology,Psychology,Narrative,Path analysis (statistics),Emotive,Qualitative research,Multimedia,Semantics | Conference |
Citations | PageRank | References |
0 | 0.34 | 0 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Yu-Jen Hsu | 1 | 7 | 4.93 |
Ju-Ling Shih | 2 | 163 | 17.69 |
Chien-Huang Chen | 3 | 0 | 0.34 |