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

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Campo DCValorIdioma
dc.contributor.authorOliveira, Inêspor
dc.contributor.authorCarvalho, Vítorpor
dc.contributor.authorSoares, Filomenapor
dc.contributor.authorNovais, Paulopor
dc.contributor.authorOliveira, Evapor
dc.contributor.authorGomes, Lisapor
dc.date.accessioned2023-11-09T12:06:09Z-
dc.date.available2023-11-09T12:06:09Z-
dc.date.issued2023-09-19-
dc.identifier.citationOliveira, 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/info14090514por
dc.identifier.urihttps://hdl.handle.net/1822/87202-
dc.description.abstractIn 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.por
dc.description.sponsorshipThis paper was funded by Erasmus+ program (Project Nº 2020-1-PT01-KA203-078847) and through the FCT/MCTES under the projects UIDB/05549/2020 and UIDP/05549/2020.por
dc.language.isoengpor
dc.publisherMultidisciplinary Digital Publishing Institute (MDPI)por
dc.relation2020-1-PT01-KA203-078847por
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F05549%2F2020/PTpor
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDP%2F05549%2F2020/PTpor
dc.rightsopenAccesspor
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/por
dc.subjectEmotionspor
dc.subjectTriggerspor
dc.subjectVirtual Realitypor
dc.subjectGamespor
dc.subjectEscape Roompor
dc.titleDevelopment of a virtual reality escape room game for emotion elicitationpor
dc.typearticlepor
dc.peerreviewedyespor
dc.relation.publisherversionhttps://www.mdpi.com/2078-2489/14/9/514por
oaire.citationStartPage1por
oaire.citationEndPage33por
oaire.citationIssue9por
oaire.citationVolume14por
dc.date.updated2023-09-27T12:37:13Z-
dc.identifier.eissn2078-2489-
dc.identifier.doi10.3390/info14090514por
sdum.journalInformationpor
oaire.versionVoRpor
dc.identifier.articlenumber514por
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