Using emotion in games: emotional flowers
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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The SUS score of 84.0 is high compared with other studies where the SUS questionnaire was used, considering the average score together with the conclusion on usability in each study.
“This score is high compared with other studies where the SUS questionnaire was used, considering the average score together with the conclusion on usability in each study [55-57].”
From Long-Term Engagement With a Mobile Self-Management System for People With Type 2 Diabetes (2013) · cites this paper as [55]
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Long-Term Engagement With a Mobile Self-Management System for People With Type 2 Diabetes
Tatara, N., Årsand, E., Skrøvseth, S. O., & Hartvigsen, G. (2013) · JMIR mHealth and uHealth · doi:10.2196/mhealth.2432 · Cited by 62 · see citing works
Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation
Kuramoto, I., Ishibashi, T., Yamamoto, K., & Tsujino, Y. (2013) · Lecture Notes in Computer Science · doi:10.1007/978-3-642-39241-2_59 · Cited by 33 · see citing works
- Authors
- Bernhaupt, R., Boldt, A., Mirlacher, T., Wilfinger, D., & Tscheligi, M.
- Affiliations
- University of Salzburg (AT)
- Venue
- Proceedings of the international conference on Advances in computer entertainment technology
- Publisher
- ACM
- Published
- 2007-06-13
- Pages
- 41-48
- OpenAlex
- W2024914823
- Cited by
- 51
- References
- 18
- Citations by year
- 2025: 2 · 2024: 3 · 2022: 6 · 2021: 3 · 2020: 4 · 2019: 1 · 2018: 3 · 2016: 2 · 2015: 2 · 2014: 3 · 2013: 7 · 2012: 2
- FWCI
- 2.07
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- International Conference on Advances in Computer Entertainment Technology (ACE) (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Emotion and Mood Recognition
- Keywords
- emotion in games, facial expression recognition, player emotions, game interaction, multiplayer games, ambient displays, social interaction, happiness, surprise, positive emotions
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