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Can emotions be used to develop a video game? A case study using MyndBowling

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The Computer Games Journal

Abstract

Emotional Computing is a new concept which has yielded valuable results. Many experts have explained its significance and how it can be measured and implemented for a wide range of systems and applications. The combination of the different elements of emotional computing has delivered promising results, helping video game developers to accomplish their goals of immersion.

This paper examines the definition of emotional computing, reviews some existing emotional recognitions systems, and reports on the experiences of ten participants who played the MyndBowling game during a 15-minute session. The participants were introduced to the game and given instructions prior to commencing the session, after which they completed a questionnaire, and outlined the game’s strengths and weaknesses, and described how much they had learned in the process.

The results from the survey indicated that improvements were needed, and that the players’ experience might not have been entirely satisfactory. The participants in this study indicated that the instructions could have been more understandable. The majority found it difficult to “master” the game, and did not feel very motivated by the 15-minute session. However, there were some positive rankings and comments on the user interface and ease in using the controls.

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Challet, J. Can emotions be used to develop a video game? A case study using MyndBowling. The Computer Games Journal 1, 16–39 (2012). https://doi.org/10.1007/BF03395965

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  • DOI: https://doi.org/10.1007/BF03395965

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