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2013 21st IEEE International Requirements Engineering Conference (RE) (2006)
Minneapolis/St. Paul, Minnesota, USA
Sept. 11, 2006 to Sept. 15, 2006
ISSN: 1090-705X
ISBN: 0-7695-2555-5
pp: 299-302
Eric Neufeld , University of Saskatchewan
David Callele , University of Saskatchewan
Kevin Schneider , University of Saskatchewan
ABSTRACT
<p>Requirements engineering for video games must address a wide range of functional and non-functional requirements. Video game designers are most concerned with capturing and representing the player experience: the means by which the player?s consciousness is cognitively engaged while simultaneously inducing emotional responses. We show that emotional requirements can be expressed in two parts: as the emotional intent of the designer and the means by which the designer expects to induce the target emotional state. Spatial and temporal qualifiers on intent and means may also be required.</p> <p>We introduce emotional terrain maps, emotional intensity maps, and emotion timelines as visual mechanisms for capturing and expressing emotional requirements. Using a first-person shooter example, we show that these mechanisms can express the desired emotional requirements while providing support for spatial and temporal qualifiers.</p>
INDEX TERMS
Non-functional requirements, emotion, emotional requirements, video game.
CITATION
Eric Neufeld, David Callele, Kevin Schneider, "Emotional Requirements in Video Games", 2013 21st IEEE International Requirements Engineering Conference (RE), vol. 00, no. , pp. 299-302, 2006, doi:10.1109/RE.2006.19
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