• 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