Towards a requirements language for modeling emotion in videogames

The1 videogame development process must focus on the user satisfaction. Failing to comply with this may jeopardize the success of the videogame, and even put at risk the owner company. Requirements Engineering is essential to elicit the needs and desires of the systems' stakeholders involved in the development, purchase and use of the videogames. The elicited requirements are the basis for the game specification document which is then the major driver for the construction of the videogame. The success of a game involves concerns, such as game strategy, plot and goal of the game, attractive interfaces, efficient algorithms, and, very important, the emotions that the game triggers on its players. This work focuses exactly on the requirements that specify the trigger for different types of emotions. Modeling such emotion requirements has not been much explored, maybe due to the high degree of subjectivity inherent to any emotion. This work proposes a modeling language to represent and model the requirements associated with emotions. These models can be analyzed to identify emotions and conflicting situations in the early stages of the game development.

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