Location
Hilton Waikoloa Village, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
7-1-2025 12:00 AM
End Date
10-1-2025 12:00 AM
Description
This paper introduces the first version of the Games for Evoking Emotions in Research (GEER) database, designed to provide researchers with a validated set of games to elicit specific emotional responses. The database includes five games, each designed to evoke one of Ekman’s basic negative emotions - anger, fear, disgust, and sadness - or maintain a neutral state. Developed using Unity 2020.3.25f1, these games incorporate mechanics, narratives, and audiovisual elements tailored to evoke targeted emotions. The games were validated via a survey with 30 participants, confirming their effectiveness in eliciting the desired emotional states. Statistical analyses, including ANOVA and Pearson correlation, demonstrated significant differences in emotional intensity between games. This initial version represents a foundational step towards creating an extensive database for emotional elicitation, with plans to expand the collection and include additional platforms like mobile and virtual reality.
Recommended Citation
Jemioło, Paweł; Gujda, Mateusz; Storman, Dawid; and Ligęza, Antoni, "Database of Games for Evoking Emotions in Research (GEER)" (2025). Hawaii International Conference on System Sciences 2025 (HICSS-58). 4.
https://aisel.aisnet.org/hicss-58/st/game/4
Database of Games for Evoking Emotions in Research (GEER)
Hilton Waikoloa Village, Hawaii
This paper introduces the first version of the Games for Evoking Emotions in Research (GEER) database, designed to provide researchers with a validated set of games to elicit specific emotional responses. The database includes five games, each designed to evoke one of Ekman’s basic negative emotions - anger, fear, disgust, and sadness - or maintain a neutral state. Developed using Unity 2020.3.25f1, these games incorporate mechanics, narratives, and audiovisual elements tailored to evoke targeted emotions. The games were validated via a survey with 30 participants, confirming their effectiveness in eliciting the desired emotional states. Statistical analyses, including ANOVA and Pearson correlation, demonstrated significant differences in emotional intensity between games. This initial version represents a foundational step towards creating an extensive database for emotional elicitation, with plans to expand the collection and include additional platforms like mobile and virtual reality.
https://aisel.aisnet.org/hicss-58/st/game/4