Development of a Virtual Reality Escape Room Game for Emotion Elicitation
Abstract
:1. Introduction
1.1. Context and Importance
1.2. Role of Virtual Reality
1.3. Role of Escape Room Game Genre
1.4. Objectives of the Study
- Game Development and Design: The foremost objective of this research is to meticulously document the game development process of “Escape VR: The Guilt”. This includes an in-depth examination of the creative and technical aspects of crafting an immersive VR Escape Room experience designed to elicit a wide spectrum of emotions in players.
- Challenges and Triumphs: To shed light on the multifaceted nature of VR game creation, this study aims to elucidate the challenges encountered during development. By offering insights into these challenges and how they were effectively surmounted, the research highlights the tenacity and problem-solving capabilities required for successful VR game design.
- Emotion Elicitation: A central objective is to explore and analyze the game’s capacity to elicit emotions in participants. The study seeks to identify, categorize, and quantify the emotional responses experienced by players while navigating the virtual Escape Room. By doing so, it strives to offer a comprehensive understanding of the emotional dynamics at play in VR gaming.
- Reflection on Results: Beyond the development process, this research seeks to reflect upon the outcomes obtained. Through careful analysis and interpretation of the elicited emotions, the study aims to discern patterns, trends, and player preferences. This reflective aspect contributes to the broader knowledge base concerning emotional engagement in VR gaming.
- Demonstrating Success: Ultimately, the study aims to showcase the success of “Escape VR: The Guilt” in achieving its intended goal of eliciting a diverse array of emotions in participants. By providing empirical evidence of emotional responses, the research underscores the game’s effectiveness as a tool for emotional engagement in the realm of VR Escape Room experiences.
2. Emotion Elicitation Case Studies Analysis
2.1. XEODesign
- The Spectrum of Emotions: The researchers delved into the myriad of emotions that players experience during gameplay. This included emotions like anger, excitement, and even moments of emotional vulnerability, such as crying;
- Emotions Beyond Story: XEODesign aimed to identify emotions in games that are not solely tied to the game’s narrative but arise from the gameplay itself;
- Motivations for Play: They sought to understand whether players engage in gaming not just for the challenge but for the emotional experiences’ games provide. This led to questions about where these emotions originate during gameplay;
- Emotion Modification: XEODesign investigated whether players actively modify their gameplay experiences to elicit specific emotions;
- Building Emotions into Gameplay: The study explored the possibility of integrating emotion-inducing elements or actions within gameplay, rather than relying on cutscenes. They also examined to what extent game developers were already implementing such strategies;
- Player Experience and Preferences: XEODesign uncovered that players engage with games not just for the games themselves, but for the unique experiences these games create. These experiences encompassed adrenaline rushes, immersive adventures, mental challenges, moments of solitude, or social interactions.
- Hard Fun: This key focuses on the emotional responses arising from meaningful challenges, strategies, and puzzles. Players often enjoy the thrill of overcoming obstacles, leading to emotions like Frustration and Fiero (a sense of personal triumph);
- Easy Fun: Here, the focus is on the sheer enjoyment of engaging in game activities. This key capitalizes on player curiosity, enticing them to explore game worlds and experience emotions like wonder, awe, and mystery;
- Altered States: This key revolves around the transformation of the player’s internal emotional state during gameplay. Emotions like Excitement and Relief emerge through in-game interactions, thoughts, and behaviors;
- The People Factor: Emphasizing the social dimension of gaming, this key pertains to the emotions generated through player interactions, including competition, cooperation, and performance. It encompasses emotions like amusement, schadenfreude (pleasure from others’ misfortune), and naches (pride in another’s accomplishment).
2.2. VR Escape Room Game
3. Game Design and Development
3.1. Objectives and Hypotheses
3.2. Game Specification
3.3. Emotions Addressed
3.4. Game Mechanics
3.4.1. Locomotion
3.4.2. Grabbables
3.4.3. Objectives System
3.4.4. Doors
3.4.5. Trash Puzzle
3.4.6. Chest Puzzle
3.4.7. Flashlight
3.4.8. Safes Puzzle
3.4.9. Diary Pages Puzzle
3.4.10. Bookshelf Puzzle
3.4.11. Mirror Puzzle
3.5. Controls
3.6. Challenges and Solutions in Game Development
3.6.1. Movement through Objects
3.6.2. Grabbables
3.6.3. Flashlight
3.6.4. Mirror
3.6.5. Illumination
3.6.6. Optimization
4. Results
4.1. Prototype Testing
4.1.1. Preparation
4.1.2. Participants
4.2. Prototype Evaluation
4.2.1. Questionnaire Results
Emotions Experienced
Triggers for Emotions
- Joy: “The act of playing brought me joy”.
- Admiration: “When I found John’s body”; “The fact that the game takes place in a house”; “I admired the graphics, the arrangement of objects, how they were scattered throughout the house”; “I was amazed to see the cockroaches because I didn’t expect them”.
- Pride: “I felt proud to be able to complete the challenges”; “I felt proud when I could complete the challenges”.
- Satisfaction: “Solving the puzzles in the diary and the laboratory”; “I felt satisfied for being able to complete the challenges; for having reached the final challenge”; “I was pleased when I could complete the challenges”.
- Fascination: “The storyline, the presence of a laboratory in a regular house, and the two corpses. The sequence of steps that always leads us to search for more clues”; “I was fascinated by the cockroaches and the corpse”; “I was fascinated by the game mechanics”.
- Desire: “The desire to finish the game”; “Finding the various puzzle pieces. Wanting to open the doors of the furniture and the present on the table”.
- Sadness: “When I found Mary’s body”; “The fact that I realized the importance of language in everyday life; not being able to complete the game”.
- Fear: “When I went to get the diary page on the balcony; entering dark areas”; “The overall dark tone and finding the corpses, and the woman’s corpse following the player with her eyes”; “I felt scared when I saw the cockroaches”; “I felt anxious every time I heard the voices in my ear”.
- Anger: “I felt frustrated initially until I understood how the game worked, like using the ax to open the trash can. Having to go back and retrieve the diary pages. I felt frustrated when I dropped the board on the balcony”; “I would get frustrated with myself when I didn’t immediately complete the challenges”.
- Joy: “Solving the puzzles”; “Exploration”; “I felt joyful as soon as I understood the game controllers”.
- Admiration: “Set dressing”; “Assuming admiration as surprise and not fascination, I was amazed when I saw the cockroaches and when I saw Mary’s eyes following me”; “The technical elements of VR”.
- Pride: “Solving the puzzles”; “Completing objectives”; “Having successfully completed the puzzles after attempts”; “Completing the puzzles, especially the one with the chest”; “I felt proud whenever I completed a challenge”.
- Hope: “Finding clues”.
- Satisfaction: “Solving the puzzles”; “Progression”; “Putting the keys in the locks and seeing them turn”; “Completing the challenges, and interestingly, I also felt satisfied whenever I could open a door without interruptions”.
- Fascination: “The way the game clues were arranged”; “Discovering that I was John when I looked in the mirror”; “I was fascinated by Mary’s eye movement when I approached her. I was also fascinated by the rotating mechanism of the numbers on the chest lock”.
- Desire: “The story provoked a desire to finish the game, although I’m not sure if this is the intended interpretation of desire”.
- Sadness: “Mary’s story”.
- Fear: “Mainly the visual and sound environment”; “Passing the board on the balcony; Mary’s eyes made me uncomfortable when picking up a page”; “The eerie sounds made me quite uneasy, but the scariest moments were when I had to pass through the darkest part of the house, the stairs”.
- Embarrassment: “Taking some time to understand what I had to do to decipher the chest code”.
- Disgust: “Perhaps the main character, in my interpretation of the story”.
- Anger: “The chest event, searching for the pages”; “Having to go back and forth to pick up the diary pages; the chest puzzle”; “Every time I put the keys in the wrong door and the key fell to the ground”; “In terms of anger, I’ll mention frustration. I felt slightly frustrated at the beginning when trying to understand the controllers. I also felt frustrated when I couldn’t open the chest (but I admit I was completely distracted)”.
- Boredom: “Nothing in particular, although some tasks were a bit laborious”; “Only being able to carry two things at a time in my hands”.
- Disgust: “THE OPEN-EYED CORPSES!”; “Green liquid”; “The cockroaches in the trash made quite an impression, especially because of the sound”; “The cockroaches in the trash bin”; “CockroacheI. I was disgusted by the cockroaIs... Interestingly, the corpses didn’t bother me, but the cockroacI did..”.
Emotion Intensity
User Experience
Virtual Reality
- “Nausea; dizziness”;
- “I felt dizzy”;
- “Some initial difficulty due to never having used Virtual Reality and nausea at the end during the laboratory part, when searching for and placing pieces in the cabinet”;
- “The glasses often became blurry”;
- “The locomotion caused some physical discomfort, although minimal, which is rare”;
- “The glasses would blur the game several times; the player’s movements should be slowed down”;
- “Discomfort with prolonged use”;
- “As I wear glasses, I had to tighten the Quest to my face, which started to hurt my forehead after some time”;
- “I only had problems at the beginning to calibrate the glasses, but it was a minor issue. I had some limitation in opening the lock of the chest, but it was my fault because I was distracted”.
- Feedback
- “Having a Portuguese version”;
- “Slowing down the player’s movement; the game should be shorter; there was no direct representation of some emotions, and others were very similar”;
- “While the darkness adds to the atmosphere, the initial area has unnecessarily dark areas, in my o”.
4.2.2. Focus Group Results
4.2.3. Evaluation of Results and Feedback
5. Conclusions
5.1. Main Discoveries and Contributions
5.2. Comparison to Previous Studies
5.3. Future Improvements and Recommendations
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Element | Description |
---|---|
Completing Objectives | The player is able to complete objectives after several attempts. |
Progressing in the Game | The feeling of game progression when completing an objective. |
Game Mechanics | Because they are simple to learn and interesting to use. |
Element | Description |
---|---|
Narrative and Environment | The narrative and game environment provide the story of John and Mary, where the player gradually discovers what happened. The player has an open-ended story to fill in the gaps with their own interpretation. |
Easy-to-Solve Puzzles | Leading the player to believe that the puzzle will be complicated, while in reality, it is quite simple. |
No Inventory | This way, the player can only carry one item in each hand. This requires them to move around the house more often. |
Dark Environment | The game environment is dark, with some parts completely dark that can only be navigated with the flashlight. |
Flashlight | The flashlight does not automatically point in the direction the player is looking. The player must manipulate the controller to aim the flashlight where they want. Additionally, the player needs to be careful not to lose the flashlight in the dark. |
Cockroaches | Cockroaches appear in the trash, where the player has to reach into them to retrieve a key. |
Chest Lock | It requires the player to crouch down and be at the correct distance to rotate it to the correct numbers. |
Mary’s Body and Eyes | Mary’s body changes position every time the player looks away. When the player approaches the body, Mary’s eyes follow the player. |
Sounds | Using three whispers from a woman when the player is on the stairs, in the dark. |
Heights | The player has to pass through a hole in the balcony of the room using a narrow plank. |
Genre | Age | Area | Level | VR | Time | |
---|---|---|---|---|---|---|
1 | Female | 23 | Nursing | 2 | No | 1 h 15 min Finished |
2 | Female | 30 | Nursing | 4 | Yes | 45 min Not finished |
3 | Female | 21 | Nursing | 3 | No | 55 min Not finished |
4 | Female | 23 | Nursing | 3 | No | 50 min Not finished |
5 | Female | 23 | Nursing | 3 | No | 45 min Not finished |
Genre | Age | Area | Level | VR | Time | |
---|---|---|---|---|---|---|
1 | Female | 25 | Game Design | 5 | No | 45 min Not finished |
2 | Male | 42 | Artist and Professor | 5 | Yes | 20 min Finished |
3 | Male | 27 | Game Developer | 5 | Yes | 20 min Finished |
4 | Female | 23 | Game Developer | 4 | Yes | 15 min Finished |
5 | Male | 23 | Artist | 4 | Yes | 50 min Finished |
Emotion | Group | Mean | SD | 95% CI |
---|---|---|---|---|
Joy | Nursing | 1 | 0.447 | 1 ± 0.350 |
Games | 3 | 0.488 | 3 ± 0.380 | |
Admiration | Nursing | 4 | 0.894 | 4 ± 0.699 |
Games | 3 | 0.577 | 3 ± 0.451 | |
Pride | Nursing | 2 | 1.140 | 2 ± 0.891 |
Games | 5 | 0.577 | 5 ± 0.451 | |
Hope | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 1 | 0.577 | 1 ± 0.451 | |
Satisfaction | Nursing | 3 | 1.140 | 3 ± 0.891 |
Games | 4 | 0.894 | 4 ± 0.699 | |
Fascination | Nursing | 3 | 1.140 | 3 ± 0.891 |
Games | 3 | 0.577 | 3 ± 0.451 | |
Desire | Nursing | 2 | 0.894 | 2 ± 0.699 |
Games | 1 | 0.577 | 1 ± 0.451 | |
Sadness | Nursing | 2 | 1.140 | 2 ± 0.891 |
Games | 1 | 0.577 | 1 ± 0.451 | |
Fear | Nursing | 4 | 0.894 | 4 ± 0.699 |
Games | 3 | 0.577 | 3 ± 0.451 | |
Shame | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 1 | 0.577 | 1 ± 0.451 | |
Contempt | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 1 | 0.577 | 1 ± 0.451 | |
Anger | Nursing | 2 | 1.140 | 2 ± 0.891 |
Games | 4 | 0.894 | 4 ± 0.699 | |
Boredom | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 2 | 0.577 | 2 ± 0.451 | |
Disgust | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 5 | 0.894 | 5 ± 0.699 |
Emotion | Group | Mean | SD | 95% CI |
---|---|---|---|---|
Joy | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 4 | 0.894 | 4 ± 0.699 | |
Admiration | Nursing | 4 | 0.894 | 4 ± 0.699 |
Games | 4 | 0.894 | 4 ± 0.699 | |
Pride | Nursing | 4.5 | 0.577 | 4.5 ± 0.451 |
Games | 4 | 0.894 | 4 ± 0.699 | |
Hope | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 2 | 0.577 | 2 ± 0.451 | |
Satisfaction | Nursing | 4 | 0.577 | 4 ± 0.451 |
Games | 4 | 0.894 | 4 ± 0.699 | |
Fascination | Nursing | 4 | 0.577 | 4 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
Desire | Nursing | 4 | 0.894 | 4 ± 0.699 |
Games | 3 | 0.577 | 3 ± 0.451 | |
Sadness | Nursing | 4.5 | 0.577 | 4.5 ± 0.451 |
Games | 4 | 0.894 | 4 ± 0.699 | |
Fear | Nursing | 3 | 0.577 | 3 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
Shame | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 3 | 0.577 | 3 ± 0.451 | |
Contempt | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 1 | 0.577 | 1 ± 0.451 | |
Anger | Nursing | 3.5 | 0.577 | 3.5 ± 0.451 |
Games | 4.5 | 0.577 | 4.5 ± 0.451 | |
Boredom | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 2.5 | 0.577 | 2.5 ± 0.451 | |
Disgust | Nursing | 0 | 0.000 | 0 ± 0.000 |
Games | 4 | 0.894 | 4 ± 0.699 |
Question | Group | Mean | SD | 95% CI |
---|---|---|---|---|
It was easy to learn how to play | Nursing | 4 | 0.577 | 4 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
I always knew what my next objective was in the game | Nursing | 4 | 0.577 | 4 ± 0.451 |
Games | 4 | 0.577 | 4 ± 0.451 | |
Interactions were easy to learn | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
I was engaged with the game’s story from the beginning | Nursing | 4 | 0.577 | 4 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
I became more interested in the narrative as I progressed in the game | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
The game’s narrative was clear | Nursing | 4 | 0.577 | 4 ± 0.451 |
Games | 4 | 0.577 | 4 ± 0.451 | |
I forgot about my daily concerns while playing | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 4 | 0.577 | 4 ± 0.451 | |
I had fun while playing | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
I felt my curiosity increasing during the game | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
The game is original | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
The game’s audio (e.g., sound effects, music) enhanced my gaming experience | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
The game’s aesthetics (visual and sound elements) match the game’s style | Nursing | 5 | 0.577 | 5 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 | |
I think the game is visually appealing | Nursing | 4 | 0.577 | 4 ± 0.451 |
Games | 5 | 0.577 | 5 ± 0.451 |
Triggers | Emotions |
---|---|
Completing objectives | Joy, Pride, Satisfaction |
Progressing in the game | Pride, Satisfaction |
Game mechanics | Admiration, Satisfaction, Fascination |
Exploration | Joy |
Visual aspect | Admiration |
Finding clues | Hope, Fascination |
Finding pieces | Desire |
Narrative | Fascination, Desire, Sadness, Contempt |
Easy-to-solve puzzles | Anger |
Lack of inventory | Boredom |
Dark environment | Fear |
Flashlight | Fear |
Cockroaches | Admiration, Fascination, Disgust |
Chest lock puzzle | Pride, Fascination, Shame, Anger |
Mary’s body and eyes | Admiration, Fascination, Sadness, Fear, Disgust |
Sound design | Fear |
Height | Fear |
Keys in locks | Satisfaction, Anger |
John’s body | Admiration, Fear, Disgust |
Toxic liquid | Disgust |
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Oliveira, I.; Carvalho, V.; Soares, F.; Novais, P.; Oliveira, E.; Gomes, L. Development of a Virtual Reality Escape Room Game for Emotion Elicitation. Information 2023, 14, 514. https://doi.org/10.3390/info14090514
Oliveira I, Carvalho V, Soares F, Novais P, Oliveira E, Gomes L. Development of a Virtual Reality Escape Room Game for Emotion Elicitation. Information. 2023; 14(9):514. https://doi.org/10.3390/info14090514
Chicago/Turabian StyleOliveira, Inês, Vítor Carvalho, Filomena Soares, Paulo Novais, Eva Oliveira, and Lisa Gomes. 2023. "Development of a Virtual Reality Escape Room Game for Emotion Elicitation" Information 14, no. 9: 514. https://doi.org/10.3390/info14090514
APA StyleOliveira, I., Carvalho, V., Soares, F., Novais, P., Oliveira, E., & Gomes, L. (2023). Development of a Virtual Reality Escape Room Game for Emotion Elicitation. Information, 14(9), 514. https://doi.org/10.3390/info14090514