Descripción
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Nowadays, playing video games has become more than an entertainment element in our everyday life. From education, sport, marketing or clinical practice to aerospace, the video games industry has a relevant role in our society as element of entertainment, learning and social interaction. Due to that importance, the efforts to improve visual realism and games mechanics have grown considerably during last decades. However, the emotional and narrative aspect is not deeply analyzed yet, creating a knowledge gap about their usefulness on the user engagement. Aware of the importance of the emotional states of the player in the their performance when are playing, we present an experimental methodology to analyze and measure the influence of emotional states in the game performance and final user experience. This methodology will consist on the induction of different emotional states to an experimental group and, immediately after, they will play a video game. While the player is using the video game, his/her performance metrics will be extracted and saved on the computer, translating them into numerical data. This data will be used lately to look after statistical differences between the different conditions. This paper provides a complete description of the methodology used to understand how emotions are related to the performance and opinion of a group of users. | |
Internacional
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Si |
Nombre congreso
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Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2018) |
Tipo de participación
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960 |
Lugar del congreso
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Valencia |
Revisores
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Si |
ISBN o ISSN
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1613-0073 |
DOI
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Fecha inicio congreso
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19/04/2018 |
Fecha fin congreso
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20/04/2018 |
Desde la página
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1 |
Hasta la página
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8 |
Título de las actas
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Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2018), Valencia, Spain, April 19-20, 2018. |