Utilize este identificador para referenciar este registo: https://hdl.handle.net/1822/87202

TítuloDevelopment of a virtual reality escape room game for emotion elicitation
Autor(es)Oliveira, Inês
Carvalho, Vítor
Soares, Filomena
Novais, Paulo
Oliveira, Eva
Gomes, Lisa
Palavras-chaveEmotions
Triggers
Virtual Reality
Games
Escape Room
Data19-Set-2023
EditoraMultidisciplinary Digital Publishing Institute (MDPI)
RevistaInformation
CitaçãoOliveira, I.; Carvalho, V.; Soares, F.; Novais, P.; Oliveira, E.; Gomes, L. Development of a Virtual Reality Escape Room Game for Emotion Elicitation. Information 2023, 14, 514. https://doi.org/10.3390/info14090514
Resumo(s)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.
TipoArtigo
URIhttps://hdl.handle.net/1822/87202
DOI10.3390/info14090514
e-ISSN2078-2489
Versão da editorahttps://www.mdpi.com/2078-2489/14/9/514
Arbitragem científicayes
AcessoAcesso aberto
Aparece nas coleções:BUM - MDPI

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