Abstract
There are numerous and complicated relationships among personal emotional, physiological reaction and cognitive evaluation. People can produce some negative emotions at any time and place. Especially, college students have a lot of stress such as study, interpersonal, competition, employment, so that negative emotional experience affects their common life. This article aims at the design of the interactive game on the intelligent terminal, pointing at the negative emotion of the college students. Through the combination of practice and theory at home and abroad to explore the role of interactive gameplay in emotional regulation. To provide users with a virtual platform outside real life, name it “Mood Robert.” The emotional appeal is realized by adjusting the contradiction between “ego” and “super-ego.” Sharing their emotions based on social network information communication to improve the ability to adjust themselves and reduce the impact of negative emotions on daily life.
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Acknowledgements
This work is supported by “Hainan Provincial Natural Science Foundation of China (Project Number: 619QN196)”, “Hainan University Education and Teaching Reform Research Project (Project Number: HDJY1978)” and “Hainan University Research Research Initiation Fund Project (Project Number: KYQD(SK)1709)”.
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Xie, S., Shi, M., Yan, H. (2019). A Study of Negative Emotion Regulation of College Students by Social Games Design. In: El Rhalibi, A., Pan, Z., Jin, H., Ding, D., Navarro-Newball, A., Wang, Y. (eds) E-Learning and Games. Edutainment 2018. Lecture Notes in Computer Science(), vol 11462. Springer, Cham. https://doi.org/10.1007/978-3-030-23712-7_43
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DOI: https://doi.org/10.1007/978-3-030-23712-7_43
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