DocumentCode
2620572
Title
Emotional Requirements in Video Games
Author
Callele, David ; Neufeld, Eric ; Schneider, Kevin
Author_Institution
Dept. of Comput. Sci., Saskatchewan Univ., Saskatoon, Sask.
fYear
2006
fDate
11-15 Sept. 2006
Firstpage
299
Lastpage
302
Abstract
Requirements engineering for video games must address a wide range of functional and non-functional requirements. Video game designers are most concerned with capturing and representing the player experience: the means by which the player´s consciousness is cognitively engaged while simultaneously inducing emotional responses. We show that emotional requirements can be expressed in two parts: as the emotional intent of the designer and the means by which the designer expects to induce the target emotional state. Spatial and temporal qualifiers on intent and means may also be required. We introduce emotional terrain maps, emotional intensity maps, and emotion time lines as visual mechanisms for capturing and expressing emotional requirements. Using a first-person shooter example, we show that these mechanisms can express the desired emotional requirements while providing support for spatial and temporal qualifiers
Keywords
artificial intelligence; computer games; systems analysis; emotion time lines; emotional intensity maps; emotional requirements; emotional terrain maps; player experience; requirements engineering; video games; Non-functional requirements; emotion; emotional; requirements; video game.;
fLanguage
English
Publisher
ieee
Conference_Titel
Requirements Engineering, 14th IEEE International Conference
Conference_Location
Minneapolis/St. Paul, MN
ISSN
1090-705X
Print_ISBN
978-0-7695-2555-6
Type
conf
DOI
10.1109/RE.2006.19
Filename
1704081
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