Serious Games and Affective Gaming: Affective avatars and the play-motivation in serious gaming
2017 (English)Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE credits
Student thesis
Abstract [en]
This study aims to explore the question, how the use of applied gaming aspects through affective gaming, specifically as affective avatars, can promote an increment in play-motivation compared to today’s serious gaming. Similar studies in different fields have already shown, that the use of serious gaming can have a very positive impact on the motivation. This study should provide an initial step towards applying serious gaming and gamification through affective computing, for a more efficient motivational educating. By combining the fun of gaming, serious part and the affective avatar gaming, a much higher informational and motivational result could be achieved.
A quantitative method was used to collect the data from 18 participants, participating in the research study. The participants were separated into three groups, equally distributed between experienced video game players and non-experienced ones, playing three different game versions, including and excluding affective elements. The collected and analysed data indicates, that participants do seemingly show a slightly higher play-motivation by having an affective avatar interaction.
The gained result from this study could potentially show a new path of using affective avatars in a serious gaming setting and strengthen its possible potential.
Place, publisher, year, edition, pages
2017. , p. 71
Keywords [en]
Serious Games, Affective Gaming, Affective Avatar, Emotions, Immersion
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:his:diva-13803OAI: oai:DiVA.org:his-13803DiVA, id: diva2:1113044
Subject / course
Informationsteknologi
Educational program
Serious Games - Master's Programme
Supervisors
Examiners
2017-08-222017-06-212018-01-13Bibliographically approved