Development of a Virtual Reality Escape Room Game for Emotion Elicitation

IF 2.4 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS
Inês Oliveira, Vítor Carvalho, Filomena Soares, Paulo Novais, Eva Oliveira, Lisa Gomes
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引用次数: 0

Abstract

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.
一种用于情感激发的虚拟现实密室逃生游戏的开发
近年来,情感在数字游戏中的作用越来越突出。研究证实了情绪对游戏的实质性影响,影响互动、效果、效率和满意度。结合游戏动态,虚拟现实(VR)和身临其境的密室逃脱类型提供了一个有效的途径,通过它来唤起情感和创造一个迷人的玩家体验。本研究的主要目的是结合《密室逃脱》这类游戏,探索专门用于激发情感的VR游戏设计。我们还试图理解玩家如何感知和回应游戏中的情感刺激。我们的研究涉及两组不同的参与者:护理和游戏。我们采用问卷调查的方式收集参与者的情绪体验、触发这些情绪的游戏元素以及他们的整体用户体验数据。这项研究证明了VR技术和《密室逃脱》类型作为激发玩家情感的强大手段的潜力。《Escape VR: The Guilt》是沉浸式VR游戏如何唤起情感并吸引玩家的成功范例。
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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来源期刊
Information (Switzerland)
Information (Switzerland) Computer Science-Information Systems
CiteScore
6.90
自引率
0.00%
发文量
515
审稿时长
11 weeks
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