Development of a Virtual Reality Escape Room Game for Emotion Elicitation

Author:

Oliveira Inês1,Carvalho Vítor12ORCID,Soares Filomena2ORCID,Novais Paulo2,Oliveira Eva1ORCID,Gomes Lisa3ORCID

Affiliation:

1. 2Ai, School of Technology, Polytechnic Institute of Cavado and Ave, 4750-810 Barcelos, Portugal

2. Algoritmi Research Center/LASI, University of Minho, 4800-058 Guimaraes, Portugal

3. School of Nursing, University of Minho, 4710-057 Braga, Portugal

Abstract

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.

Funder

Erasmus+ program

FCT/MCTES

Publisher

MDPI AG

Subject

Information Systems

Reference26 articles.

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2. De Melo, C.M., Paiva, A., and Gratch, J. (2014). Handbook of Digital Games, Wiley.

3. Kierkels, D., and Van Bommel, L. (2010). Affective Gaming: Using Games as a Tool for Inducing Emotions. [Master’s Thesis, University of Tilburg].

4. Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion without Story, XEODesign® Inc. Available online: https://xeodesign.com/xeodesign_whyweplaygames.pdf.

5. Calvo, R.A., D’Mello, S.K., Gratch, J., Kappas, A., Yannakakis, G.N., and Paiva, A. (2015). Emotion in Games, Oxford University Press.

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Integrating GPT as an Assistant for Low-Cost Virtual Reality Escape-Room Games;IEEE Computer Graphics and Applications;2024-07

2. Dungeons, Dragons, and Emotions: A Preliminary Study of Player Sentiment in LLM-driven TTRPGs;Proceedings of the 19th International Conference on the Foundations of Digital Games;2024-05-21

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