Abstract
Emotion is an important aspect to understand the human experience concept, but is also a complicated and subjective concept to teach. It can easily become abstract for students, particularly, the Three Levels of Processing, proposed by Norman. Thus, it becomes challenging for many university professors to be able to teach in an innovative way. This study’s main goal focuses on the creation of a serious game that would allow the learning of this subject, through a more efficient and amusing way. For this game’s assessment, both the EGameFlow scale, and the Geneva Emotion Wheel tool were used to verify the engagement of the participants, and to identify which emotions were provoked during the game, verifying if it matched the intended emotions. The main results proved that this game was effective in terms of the player’s concentration, in the engagements and immersion that the participants presented during the game.
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Acknowledgments
This research is supported by FCT project n. UIDB/4008/2020, The authors would also like to acknowledge FCT, CIAUD, LARSyS-FCT Plurianual fundings 2020–2023 (UIDB/50009/2020) and Faculdade de Arquitetura da Univerdade de Lisboa.
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Vinagre, F., Rebelo, F., Noriega, P., Vilar, E. (2021). Teaching Emotions with Gaming: A Solution of a Complex Concept. In: Rebelo, F. (eds) Advances in Ergonomics in Design. AHFE 2021. Lecture Notes in Networks and Systems, vol 261. Springer, Cham. https://doi.org/10.1007/978-3-030-79760-7_104
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DOI: https://doi.org/10.1007/978-3-030-79760-7_104
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