TY - GEN
T1 - Towards a requirements language for modeling emotion in videogames
AU - Miguéis, Gonçalo
AU - Araujo, João
AU - Moreira, Ana
N1 - info:eu-repo/grantAgreement/FCT/5876/147279/PT#
PY - 2019
Y1 - 2019
N2 - The1 videogame development process must focus on the user satisfaction. Failing to comply with this may jeopardize the success of the videogame, and even put at risk the owner company. Requirements Engineering is essential to elicit the needs and desires of the systems' stakeholders involved in the development, purchase and use of the videogames. The elicited requirements are the basis for the game specification document which is then the major driver for the construction of the videogame. The success of a game involves concerns, such as game strategy, plot and goal of the game, attractive interfaces, efficient algorithms, and, very important, the emotions that the game triggers on its players. This work focuses exactly on the requirements that specify the trigger for different types of emotions. Modeling such emotion requirements has not been much explored, maybe due to the high degree of subjectivity inherent to any emotion. This work proposes a modeling language to represent and model the requirements associated with emotions. These models can be analyzed to identify emotions and conflicting situations in the early stages of the game development.
AB - The1 videogame development process must focus on the user satisfaction. Failing to comply with this may jeopardize the success of the videogame, and even put at risk the owner company. Requirements Engineering is essential to elicit the needs and desires of the systems' stakeholders involved in the development, purchase and use of the videogames. The elicited requirements are the basis for the game specification document which is then the major driver for the construction of the videogame. The success of a game involves concerns, such as game strategy, plot and goal of the game, attractive interfaces, efficient algorithms, and, very important, the emotions that the game triggers on its players. This work focuses exactly on the requirements that specify the trigger for different types of emotions. Modeling such emotion requirements has not been much explored, maybe due to the high degree of subjectivity inherent to any emotion. This work proposes a modeling language to represent and model the requirements associated with emotions. These models can be analyzed to identify emotions and conflicting situations in the early stages of the game development.
KW - DSML
KW - Emotion
KW - Requirements engineering
KW - Videogame
UR - http://www.scopus.com/inward/record.url?scp=85065667523&partnerID=8YFLogxK
U2 - 10.1145/3297280.3297614
DO - 10.1145/3297280.3297614
M3 - Conference contribution
AN - SCOPUS:85065667523
SN - 9781450359337
T3 - Proceedings of the ACM Symposium on Applied Computing
SP - 1878
EP - 1880
BT - SAC '19: PROCEEDINGS OF THE 34TH ACM/SIGAPP SYMPOSIUM ON APPLIED COMPUTING
PB - ACM - Association for Computing Machinery
T2 - 34th Annual ACM Symposium on Applied Computing, SAC 2019
Y2 - 8 April 2019 through 12 April 2019
ER -