Development of a virtual reality escape room game for emotion elicitation
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://hdl.handle.net/1822/87202 |
Resumo: | In recent years, the role of emotions in digital games has gained prominence. Studies confirm emotions’ substantial impact on gaming, influencing interactions, effectiveness, efficiency, and satisfaction. Combining gaming dynamics, Virtual Reality (VR) and the immersive Escape Room genre offers a potent avenue through which to evoke emotions and create a captivating player experience. The primary objective of this study is to explore VR game design specifically for the elicitation of emotions, in combination with the Escape Room genre. We also seek to understand how players perceive and respond to emotional stimuli within the game. Our study involved two distinct groups of participants: Nursing and Games. We employed a questionnaire to collect data on emotions experienced by participants, the game elements triggering these emotions, and their overall user experience. This study demonstrates the potential of VR technology and the Escape Room genre as a powerful means of eliciting emotions in players. “Escape VR: The Guilt” serves as a successful example of how immersive VR gaming can evoke emotions and captivate players. |
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Development of a virtual reality escape room game for emotion elicitationEmotionsTriggersVirtual RealityGamesEscape RoomIn recent years, the role of emotions in digital games has gained prominence. Studies confirm emotions’ substantial impact on gaming, influencing interactions, effectiveness, efficiency, and satisfaction. Combining gaming dynamics, Virtual Reality (VR) and the immersive Escape Room genre offers a potent avenue through which to evoke emotions and create a captivating player experience. The primary objective of this study is to explore VR game design specifically for the elicitation of emotions, in combination with the Escape Room genre. We also seek to understand how players perceive and respond to emotional stimuli within the game. Our study involved two distinct groups of participants: Nursing and Games. We employed a questionnaire to collect data on emotions experienced by participants, the game elements triggering these emotions, and their overall user experience. This study demonstrates the potential of VR technology and the Escape Room genre as a powerful means of eliciting emotions in players. “Escape VR: The Guilt” serves as a successful example of how immersive VR gaming can evoke emotions and captivate players.This paper was funded by Erasmus+ program (Project Nº 2020-1-PT01-KA203-078847) and through the FCT/MCTES under the projects UIDB/05549/2020 and UIDP/05549/2020.Multidisciplinary Digital Publishing Institute (MDPI)Universidade do MinhoOliveira, InêsCarvalho, VítorSoares, FilomenaNovais, PauloOliveira, EvaGomes, Lisa2023-09-192023-09-19T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/1822/87202engOliveira, I.; Carvalho, V.; Soares, F.; Novais, P.; Oliveira, E.; Gomes, L. Development of a Virtual Reality Escape Room Game for Emotion Elicitation. Information 2023, 14, 514. https://doi.org/10.3390/info140905142078-248910.3390/info14090514514https://www.mdpi.com/2078-2489/14/9/514info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-11T01:16:41Zoai:repositorium.sdum.uminho.pt:1822/87202Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:37:53.994510Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Development of a virtual reality escape room game for emotion elicitation |
title |
Development of a virtual reality escape room game for emotion elicitation |
spellingShingle |
Development of a virtual reality escape room game for emotion elicitation Oliveira, Inês Emotions Triggers Virtual Reality Games Escape Room |
title_short |
Development of a virtual reality escape room game for emotion elicitation |
title_full |
Development of a virtual reality escape room game for emotion elicitation |
title_fullStr |
Development of a virtual reality escape room game for emotion elicitation |
title_full_unstemmed |
Development of a virtual reality escape room game for emotion elicitation |
title_sort |
Development of a virtual reality escape room game for emotion elicitation |
author |
Oliveira, Inês |
author_facet |
Oliveira, Inês Carvalho, Vítor Soares, Filomena Novais, Paulo Oliveira, Eva Gomes, Lisa |
author_role |
author |
author2 |
Carvalho, Vítor Soares, Filomena Novais, Paulo Oliveira, Eva Gomes, Lisa |
author2_role |
author author author author author |
dc.contributor.none.fl_str_mv |
Universidade do Minho |
dc.contributor.author.fl_str_mv |
Oliveira, Inês Carvalho, Vítor Soares, Filomena Novais, Paulo Oliveira, Eva Gomes, Lisa |
dc.subject.por.fl_str_mv |
Emotions Triggers Virtual Reality Games Escape Room |
topic |
Emotions Triggers Virtual Reality Games Escape Room |
description |
In recent years, the role of emotions in digital games has gained prominence. Studies confirm emotions’ substantial impact on gaming, influencing interactions, effectiveness, efficiency, and satisfaction. Combining gaming dynamics, Virtual Reality (VR) and the immersive Escape Room genre offers a potent avenue through which to evoke emotions and create a captivating player experience. The primary objective of this study is to explore VR game design specifically for the elicitation of emotions, in combination with the Escape Room genre. We also seek to understand how players perceive and respond to emotional stimuli within the game. Our study involved two distinct groups of participants: Nursing and Games. We employed a questionnaire to collect data on emotions experienced by participants, the game elements triggering these emotions, and their overall user experience. This study demonstrates the potential of VR technology and the Escape Room genre as a powerful means of eliciting emotions in players. “Escape VR: The Guilt” serves as a successful example of how immersive VR gaming can evoke emotions and captivate players. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-09-19 2023-09-19T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://hdl.handle.net/1822/87202 |
url |
https://hdl.handle.net/1822/87202 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
Oliveira, I.; Carvalho, V.; Soares, F.; Novais, P.; Oliveira, E.; Gomes, L. Development of a Virtual Reality Escape Room Game for Emotion Elicitation. Information 2023, 14, 514. https://doi.org/10.3390/info14090514 2078-2489 10.3390/info14090514 514 https://www.mdpi.com/2078-2489/14/9/514 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Multidisciplinary Digital Publishing Institute (MDPI) |
publisher.none.fl_str_mv |
Multidisciplinary Digital Publishing Institute (MDPI) |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799134937949929472 |