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Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo

Bibliographic Details
Main Author: Batista, Andreia Filipa dos Santos
Publication Date: 2020
Format: Master thesis
Language: por
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10451/44270
Summary: This master by project seeks to inquire possible links between emotions, affective computing and digital games. From the main research question, “How can we use emotions and affective computing in a game design?”, It was necessary to do a study about emotions, investigating what their role in human life is. Following this preliminary analysis of emotions, a link has been established with affective computing, in particular, one of its ramifications, affective games, which adds games to the equation. In the following, it was questioned how to measure existing emotions and the best methods to measure them. Finally, starting from some of the secondary research questions, as follows, “what differentiates affective games from others?”; “what is the best form of interaction with affective games?”; "what makes players want to play or continue playing affective games?"; a digital typing game named Emovere was produced. The creation and development of the project Emovere had as its starting point a crossover of interests, aroused by the determination to understand how we can take advantage of emotions, and what strategies to use to intensify and highlight their role, both when developing a digital game and during the act of playing the same game. In an initial stage research, which covered not only the sphere of emotions but also games, through Game Design, it was possible to find a link between them, relevant to theoretical development: the area of affective computing. Based on the information gathered, it aimed to answer the main research question, thus creating the necessary theoretical foundation for the construction of a project proposal. Through an exploratory methodology based on arts and design research the work was structured in four chapters that are briefly presented in the introduction. An original interactive script was created which can be consulted in the appendices of the document. Finally, the culmination of the information gathered over the first three chapters results in a proposal for the creation and development of an affective digital typing game presented in chapter four which aims to mirror the importance of emotions in game design and development, making use of the methodologies used by affective computing in the collection and measurement of affective information. This case study aims to get the best out of the fundamentals obtained so far, in order to provide the player with not only the best possible emotional experience but also a self-reflective experience about the emotions and feelings that come from certain stimuli, and the unique ability of games to provoke them.
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spelling Emovere: como podemos usar as emoções e a computação afetiva no design de um jogoSociologia do jogoDesign de comunicaçãoDesign de jogosEmoçõesInteração homem-máquinaComputação afetivaProjeto EmovereDomínio/Área Científica::Humanidades::ArtesThis master by project seeks to inquire possible links between emotions, affective computing and digital games. From the main research question, “How can we use emotions and affective computing in a game design?”, It was necessary to do a study about emotions, investigating what their role in human life is. Following this preliminary analysis of emotions, a link has been established with affective computing, in particular, one of its ramifications, affective games, which adds games to the equation. In the following, it was questioned how to measure existing emotions and the best methods to measure them. Finally, starting from some of the secondary research questions, as follows, “what differentiates affective games from others?”; “what is the best form of interaction with affective games?”; "what makes players want to play or continue playing affective games?"; a digital typing game named Emovere was produced. The creation and development of the project Emovere had as its starting point a crossover of interests, aroused by the determination to understand how we can take advantage of emotions, and what strategies to use to intensify and highlight their role, both when developing a digital game and during the act of playing the same game. In an initial stage research, which covered not only the sphere of emotions but also games, through Game Design, it was possible to find a link between them, relevant to theoretical development: the area of affective computing. Based on the information gathered, it aimed to answer the main research question, thus creating the necessary theoretical foundation for the construction of a project proposal. Through an exploratory methodology based on arts and design research the work was structured in four chapters that are briefly presented in the introduction. An original interactive script was created which can be consulted in the appendices of the document. Finally, the culmination of the information gathered over the first three chapters results in a proposal for the creation and development of an affective digital typing game presented in chapter four which aims to mirror the importance of emotions in game design and development, making use of the methodologies used by affective computing in the collection and measurement of affective information. This case study aims to get the best out of the fundamentals obtained so far, in order to provide the player with not only the best possible emotional experience but also a self-reflective experience about the emotions and feelings that come from certain stimuli, and the unique ability of games to provoke them.Gouveia, Patricia Cristina e Silva FigueiraRepositório da Universidade de LisboaBatista, Andreia Filipa dos Santos2020-08-27T10:25:55Z2020-06-182020-06-18T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisimage/jpegapplication/pdfhttp://hdl.handle.net/10451/44270TID:202503402porinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-03-17T14:22:26Zoai:repositorio.ulisboa.pt:10451/44270Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-29T03:09:57.676778Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
title Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
spellingShingle Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
Batista, Andreia Filipa dos Santos
Sociologia do jogo
Design de comunicação
Design de jogos
Emoções
Interação homem-máquina
Computação afetiva
Projeto Emovere
Domínio/Área Científica::Humanidades::Artes
title_short Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
title_full Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
title_fullStr Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
title_full_unstemmed Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
title_sort Emovere: como podemos usar as emoções e a computação afetiva no design de um jogo
author Batista, Andreia Filipa dos Santos
author_facet Batista, Andreia Filipa dos Santos
author_role author
dc.contributor.none.fl_str_mv Gouveia, Patricia Cristina e Silva Figueira
Repositório da Universidade de Lisboa
dc.contributor.author.fl_str_mv Batista, Andreia Filipa dos Santos
dc.subject.por.fl_str_mv Sociologia do jogo
Design de comunicação
Design de jogos
Emoções
Interação homem-máquina
Computação afetiva
Projeto Emovere
Domínio/Área Científica::Humanidades::Artes
topic Sociologia do jogo
Design de comunicação
Design de jogos
Emoções
Interação homem-máquina
Computação afetiva
Projeto Emovere
Domínio/Área Científica::Humanidades::Artes
description This master by project seeks to inquire possible links between emotions, affective computing and digital games. From the main research question, “How can we use emotions and affective computing in a game design?”, It was necessary to do a study about emotions, investigating what their role in human life is. Following this preliminary analysis of emotions, a link has been established with affective computing, in particular, one of its ramifications, affective games, which adds games to the equation. In the following, it was questioned how to measure existing emotions and the best methods to measure them. Finally, starting from some of the secondary research questions, as follows, “what differentiates affective games from others?”; “what is the best form of interaction with affective games?”; "what makes players want to play or continue playing affective games?"; a digital typing game named Emovere was produced. The creation and development of the project Emovere had as its starting point a crossover of interests, aroused by the determination to understand how we can take advantage of emotions, and what strategies to use to intensify and highlight their role, both when developing a digital game and during the act of playing the same game. In an initial stage research, which covered not only the sphere of emotions but also games, through Game Design, it was possible to find a link between them, relevant to theoretical development: the area of affective computing. Based on the information gathered, it aimed to answer the main research question, thus creating the necessary theoretical foundation for the construction of a project proposal. Through an exploratory methodology based on arts and design research the work was structured in four chapters that are briefly presented in the introduction. An original interactive script was created which can be consulted in the appendices of the document. Finally, the culmination of the information gathered over the first three chapters results in a proposal for the creation and development of an affective digital typing game presented in chapter four which aims to mirror the importance of emotions in game design and development, making use of the methodologies used by affective computing in the collection and measurement of affective information. This case study aims to get the best out of the fundamentals obtained so far, in order to provide the player with not only the best possible emotional experience but also a self-reflective experience about the emotions and feelings that come from certain stimuli, and the unique ability of games to provoke them.
publishDate 2020
dc.date.none.fl_str_mv 2020-08-27T10:25:55Z
2020-06-18
2020-06-18T00:00:00Z
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