Playing with emotions: sentiment design for public space

E. Sun, M. Matthews, Geri Gay, M. Morris, Douglas M. Carmean
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引用次数: 3

Abstract

This design research explored ways to support emotional expression in interactive games played in a public, social setting. Affective gaming has incorporated emotional assessment to tailor feedback during gameplay, but as a result, distills complex emotional states into simple inputs. Our research focused not on measuring affect but on designing games to evoke emotional expression and sharing of personal experiences. This work centered on games in public spaces as a particularly rich area for exploration to influence other people. We present the design and initial play-testing results of four games that draw on a player's idiosyncratic experience and feelings as part of the game. These designs were based on internal paper prototyping sessions, naturalistic observation of the testing space and design and enactment sessions with researchers as participants and designers. Our design sessions indicate that image-based games are a rich element for these types of games, and the importance of ambiguity and disagreement amongst players to promote sharing of personal stories. Other design principles that emerged include affordances for short interactions, individual or multiple players, and forms of "cheating" as game play.
玩弄情感:公共空间的情感设计
该设计研究探索了在公共社交环境中支持互动游戏中情感表达的方法。情感游戏在游戏过程中结合了情感评估来定制反馈,但其结果是将复杂的情感状态提炼成简单的输入。我们的研究重点不是衡量影响,而是设计能够唤起情感表达和分享个人体验的游戏。这项工作集中在公共空间的游戏,作为一个特别丰富的探索领域,以影响他人。我们展示了四款游戏的设计和最初的游戏测试结果,这些游戏将玩家的特殊体验和感受作为游戏的一部分。这些设计是基于内部的纸上原型会议,对测试空间的自然观察,以及由研究人员作为参与者和设计师进行的设计和制定会议。我们的设计会议表明,基于图像的游戏是这类游戏的丰富元素,玩家之间的歧义和分歧对于促进个人故事的分享很重要。其他出现的设计原则还包括短期互动、个人或多人参与以及游戏玩法中的“作弊”形式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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