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Using emotion in games: emotional flowers

Published: 13 June 2007 Publication History

Abstract

It can be argued that one of the main reasons for playing games is to achieve an emotional reaction of the player. To be surprised, happy, angry or anxious - to perceive different emotional states - is one of the main reasons to play games. The "Emotional Flowers" game harnesses the player's emotions as the primary means for the game interaction. Within the game the player's facial expression of emotion is used to control the growth of a flower. Multiple players can play "Emotional Flowers" simultaneously. The main idea is to grow the flower as fast as possible based on positive emotions like happiness and surprise. Flowers of all participants within the game are additionally displayed on an ambient display in a public area. This influences not only emotions by the user, but also has an effect on social interactions within the group of players. In this paper, we present design, implementation and evaluation of the "Emotional Flowers" game.

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    cover image ACM Conferences
    ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
    June 2007
    324 pages
    ISBN:9781595936400
    DOI:10.1145/1255047
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 13 June 2007

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    Author Tags

    1. ambient display
    2. collaborative
    3. emotion
    4. game
    5. social

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    • (2024)Facial Recognition: Decoding Emotions in Online Collaboration2024 12th International Conference on Information and Education Technology (ICIET)10.1109/ICIET60671.2024.10542815(333-337)Online publication date: 18-Mar-2024
    • (2024)Biosensing in Interactive Art: A User-Centered TaxonomyEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_210(216-222)Online publication date: 5-Jan-2024
    • (2023)Characterizing player responses to surprising events in 2D platform gamesEntertainment Computing10.1016/j.entcom.2022.10054245(100542)Online publication date: Mar-2023
    • (2022)Element: An Ambient Display System for Evoking Self-Reflections and Supporting Social-Interactions in a WorkspaceExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519721(1-7)Online publication date: 27-Apr-2022
    • (2022)Evoker: Narrative-based Facial Expression Game for Emotional Development of AdolescentsExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3516486(1-8)Online publication date: 27-Apr-2022
    • (2022)Play With Your Emotions: Exploring Possibilities of Emotions as Game Input in NEROExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3516485(1-7)Online publication date: 27-Apr-2022
    • (2022)Emoti-Office, Using Emotional and Contextual Data to Improve Employees’ Working Needs in the OfficeHuman-Centered Software Engineering10.1007/978-3-031-14785-2_13(191-200)Online publication date: 24-Aug-2022
    • (2021)Virtually Escaping Lock Down - co-designing a mixed reality escape room narrative with Namibian learners-Proceedings of the 3rd African Human-Computer Interaction Conference: Inclusiveness and Empowerment10.1145/3448696.3448700(103-112)Online publication date: 8-Mar-2021
    • (2021)Optimization of First-Person Shooter Game Control Using Heart Rate SensorEntertainment Computing – ICEC 202110.1007/978-3-030-89394-1_27(363-369)Online publication date: 2-Nov-2021
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