Abstract
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 provokeaincert 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 : cialso issue serious game, persuasive game, narrative, emotion, emotion terms, Nanu Planet, 소셜 이슈 기능성 게임, 기능성 게임, 내러티브, 감정, 감정 단어, 나누별 이야기 Received: Oct. 02, 2012 Accepted: Oct. 24, 2012 Corresponding Author: Seoung-Ho Ryu(Kangwon National Univ.)E-mail: shryu@kangwon.ac.krISSN: 1598-4540Ⓒ The Korea Game Society. All rights reserved. This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.otg/licenses/by-nc/3.0), which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
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