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Känslor inom spel: Spelsystem påverkat av känslor
University of Skövde, School of Humanities and Informatics.
2011 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
Emotions in games : Game system affected by emotions (English)
Abstract [sv]

Detta examensarbete behandlar spelares känslor påverkat av Freemans (2004) emotioneeringstekniker samt ifall känslor berör spelares handlingar. Detta testades genom utveckling av ett textbaserat spel, detta gjordes två i versioner, en med implementerade emotioneeringstekniker samt en utan. Dessa utvärderades med flera metoder, för att se om känslor kunde observeras. Den huvudsakliga metod som användes var SAM (Self-Assessment Manikin) (Lang, 1980). Syftet med undersökningen var att undersöka om Freemans emotioneeringstekniker väcker känslor som är observerbara med etablerade testmetoder.Undersökningen visade att teknikerna påverkade spelarnas tänkande och handlingar, dock kunde inga observerbara känslor ses av de metoder som användes. Dock kunde det ses att spelarnas kontroll av spelet påverkades enligt deras tycke samt att testet hade behövt en större skala för fortsatt arbete än vad som vid dagsläget fanns till förfogande.

Abstract [en]

This thesis will have its focus on players’ feelings and the influence of emotioneering techniques (Freeman, 2004), and also if feelings can affect players decision-making. This was tested by developing a text based game, which was converted into two different versions. One implemented with emotioneering techniques, the other without. These were tested with several methods, which would observe feelings and the players’ decisions. The main method that was used is SAM (Self-Assessment Manikin) (Lang, 1980). The purpose of this thesis was to investigate whether Freeman’s techniques would arouse feelings that would be observable with conventional testing methods.The survey did show that the techniques could have an impact on the players thinking and actions, however, no observable feelings were seen by the used method. Yet the result from SAM showed that the players feeling of control was affected by emotioneering. The tests need however a bigger scale, to give more reliable data than what was given at the time.

Place, publisher, year, edition, pages
2011. , 52 p.
Keyword [sv]
Känslor, Emotioneering, Berättelse
URN: urn:nbn:se:his:diva-5280OAI: diva2:438164
Subject / course
Computer Science
Educational program
Computer Game Development - Design
2011-08-24, G106, Högskolevägen, Skövde, 15:15 (Swedish)
Available from: 2011-09-07 Created: 2011-09-01 Last updated: 2011-09-07Bibliographically approved

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