Development of a virtual reality escape room game for emotion elicitation

Detalhes bibliográficos
Autor(a) principal: Oliveira, Inês
Data de Publicação: 2023
Outros Autores: Carvalho, Vítor, Soares, Filomena, Novais, Paulo, Oliveira, Eva, Gomes, Lisa
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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spelling 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
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collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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