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http://dx.doi.org/10.7583/JKGS.2012.12.6.131

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on  

Lim, Su-Jin (Graduate School of Culture Technology, KAIST)
Doh, Young-Yim (Graduate School of Culture Technology, KAIST)
Ryu, Seoung-Ho (Kangwon National University)
Abstract
To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.
Keywords
social issue serious game; persuasive game; narrative; emotion; emotion terms; Nanu Planet;
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