Using emotion in games: emotional flowers

Regina Bernhaupt, Andreas Boldt, Thomas Mirlacher, David Wilfinger, Manfred Tscheligi

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

31 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationProceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2007
Pages41-48
Number of pages8
DOIs
Publication statusPublished - 23 Aug 2007
Externally publishedYes
Event4th International Conference on Advances in Computer Entertainment Technology, ACE 2007 - Salzburg, Austria
Duration: 13 Jun 200715 Jun 2007

Conference

Conference4th International Conference on Advances in Computer Entertainment Technology, ACE 2007
Country/TerritoryAustria
CitySalzburg
Period13/06/0715/06/07

Keywords

  • Ambient display
  • Collaborative
  • Emotion
  • Game
  • Social

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