Incorporating emotion transition pattern graph in metaphor-based game design related to software engineering

dc.contributor.advisorZapata Jaramillo, Carlos Mario
dc.contributor.authorMaturana Gonzalez, Grissa Vianney
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001524059spa
dc.contributor.orcidhttps://orcid.org/0000-0001-7719-2010spa
dc.contributor.researchgroupLenguajes Computacionalesspa
dc.date.accessioned2024-01-29T14:33:25Z
dc.date.available2024-01-29T14:33:25Z
dc.date.issued2023-10-23
dc.descriptionIlustracionesspa
dc.description.abstractSoftware engineering games are usually designed for teaching practical experiences to the students (e.g., video games, board games, and card games). Metaphor-based game design is a process for creating games by using elements from other games. Emotion transition pattern graph (ETPG) is a visualization model of the player emotions. ETPG is only used in video games for evaluating emotions and showing the frequency of emotional changes. Game design models are developed for helping game designers to achieve well-done games. Some authors use methods, frameworks, and models and, include emotional design. Emotion, emotion types, and emotional changes in video games are defined for evaluating user experience. Some metaphor-based games in software engineering are similar to Monopoly®, The Sims®, and others. However, some software engineering game designers rarely report the design method used for creating the game and such games lack an emotional design. The method for including player emotions in emotional design is scarcely reported in game design models. ETPGs are only defined for video games with a linear narrative structure. Metaphor-based game design is unclear on how to incorporate emotional design and a metaphor related to software engineering. Also, software engineering players respond with low values in studies for evaluating games. We propose a method for incorporating emotion transition pattern graph in metaphor-based game design related to software engineering.We select the discrete emotional theories, adding relief, satisfaction, and happiness after a literature review for incorporating emotional design into the method. In addition, we elicit emotions by using facial expressions provided for Noldus®, and analyzing body posture, gesture, and speech. Such emotions are related to story events in two categories: story events from events and mechanics. We propose a structure for such story events and use examples from software engineering point of view. ETPG is created by using emotions and story events. We analyze the emotion before and after the story event and report results by story event for identifying the emotion evoked into the players. Finally, we propose six practices by using the Quintessence kernel for representing the method. We use the validation square method for validating this Ph.D. Thesis. Such a method is applied by considering whether the proposed method is systematic and effective related to incorporating emotions into metaphor-based game design. Also, the method should facilitate the visualization of the emotion transitions, detection of story events, and corresponding emotions, frequency of emotions transition, and emotion types thanks to the incorporation of the EPTG. Game designers can use such a method for increasing game potential success. The graphical representation of the method by using Quintessence kernel allows game designer to replicate the method. Such a method is systematic and effective relative to incorporating game design emotions into metaphor-based game design.eng
dc.description.abstractLos juegos de ingeniería de software suelen diseñarse para enseñar experiencias prácticas a los estudiantes (p.ej., videojuegos, juegos de mesa y juegos de cartas). El diseño de juegos basado en metáforas es un proceso para crear juegos utilizando elementos de otros juegos. El grafo de patrones de transición de emociones (Emotional transition pattern graph ETPG) es un modelo de visualización de las emociones de los jugadores. El ETPG solo se utiliza en los videojuegos para evaluar las emociones y mostrar la frecuencia de los cambios emocionales. Los modelos de diseño de juegos se desarrollan para ayudar a los diseñadores de juegos a conseguir juegos bien hechos. Algunos autores utilizan métodos, marcos y modelos que incluyen un diseño emocional. La emoción, los tipos de emoción y los cambios emocionales en los videojuegos se definen para evaluar la experiencia del usuario. Algunos juegos basados en metáforas en ingeniería de software son similares al Monopoly®, Los Sims®, entre otros. Sin embargo, algunos diseñadores de juegos de ingeniería de software rara vez informan del método de diseño utilizado para crear el juego y dichos juegos carecen de un diseño emocional. El método para incluir las emociones del jugador en el diseño emocional apenas se menciona en los modelos de diseño de juegos. Los ETPG solo se definen para videojuegos con una estructura narrativa lineal. En el diseño de juegos basados en metáforas no se tiene claro como incorporar el diseño emocional ni una metáfora relacionada con la ingeniería de software. Además, los jugadores de ingeniería de software responden con valores bajos en los estudios de evaluación de juegos. En esta Tesis Doctoral se propone un método para incorporar el grafo de patrones de transición de emociones en el diseño de juegos basados en metáforas relacionadas con ingeniería de software. Para incorporar el diseño emocional al método, seleccionamos las teorías emocionales discretas, añadiendo alivio, satisfacción y felicidad tras una revisión bibliográfica. Adicionalmente, se obtienen emociones utilizando las expresiones faciales proporcionadas por Noldus® y se analiza la postura corporal, los gestos y el discurso. Dichas emociones se relacionan con eventos históricos del juego en dos categorías: eventos de historia del juego a partir de eventos de juego y mecánicas. Se propone una estructura para este tipo eventos de historia y se utilizan ejemplos desde el punto de vista de la ingeniería de software. El ETPG se crea al comparar las emociones y los eventos de la historia. Se analiza las emociones antes y después del evento de la historia e informamos los resultados por evento para identificar la emoción evocada en los jugadores. Finalmente, se proponen seis prácticas utilizando vi el núcleo de la quintaesencia para representar el método propuesto. Para validar este Tesis doctoral se utiliza el método de validación cuadrado. Dicho método se aplica al considerar si el método propuesto es sistemático y eficaz en relación con la incorporación de las emociones en el diseño de juegos basados en metáforas. Además, el método debe facilitar la visualización de las transiciones de emociones, la detección de los eventos de la historia y las emociones correspondientes, la frecuencia de las transiciones de emociones y los tipos de emociones gracias a la incorporación del EPTG. Los diseñadores de juegos pueden utilizar ese método para aumentar el ´éxito potencial del juego. La representación gráfica del método mediante el núcleo de la quintaesencia permite al diseñador de juegos reproducir el método. Este método es sistemático y eficaz para incorporar las emociones en el diseño de juegos basados en metáforas 8texto tomado de la fuente)spa
dc.description.curricularareaÁrea Curricular de Ingeniería de Sistemas e Informáticaspa
dc.description.degreelevelDoctoradospa
dc.description.degreenameDoctor en Ingeniería - Sistemas e informáticaspa
dc.description.sponsorshipColcienciasspa
dc.description.sponsorshipSapienciaspa
dc.format.extent182 páginasspa
dc.format.mimetypeapplication/pdfspa
dc.identifier.instnameUniversidad Nacional de Colombiaspa
dc.identifier.reponameRepositorio Institucional Universidad Nacional de Colombiaspa
dc.identifier.repourlhttps://repositorio.unal.edu.co/spa
dc.identifier.urihttps://repositorio.unal.edu.co/handle/unal/85481
dc.language.isoengspa
dc.publisherUniversidad Nacional de Colombiaspa
dc.publisher.branchUniversidad Nacional de Colombia - Sede Medellínspa
dc.publisher.facultyFacultad de Minasspa
dc.publisher.placeMedellín, Colombiaspa
dc.publisher.programMedellín - Minas - Doctorado en Ingeniería - Sistemasspa
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dc.rights.accessrightsinfo:eu-repo/semantics/openAccessspa
dc.rights.licenseAtribución-NoComercial 4.0 Internacionalspa
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/spa
dc.subject.ddc000 - Ciencias de la computación, información y obras generales::003 - Sistemasspa
dc.subject.proposalMetaphor-based game designeng
dc.subject.proposalsoftware engineering gameseng
dc.subject.proposalemotions transition pattern grapheng
dc.subject.proposalgame design methodeng
dc.subject.proposalDiseño de juegos basado en metáforasspa
dc.subject.proposalJuegos en ingeniería de softwarespa
dc.subject.proposalMétodo de diseño de juegosspa
dc.subject.proposalGrafo de patrones de transición de emocionesspa
dc.subject.wikidataDiseño de juegos
dc.subject.wikidataGrafo
dc.subject.wikidataVideojuegos
dc.titleIncorporating emotion transition pattern graph in metaphor-based game design related to software engineeringeng
dc.title.translatedIncorporación del grafo de patrones de transición de emociones en el diseño de juegos basados en metáforas relacionados con ingeniería de softwarespa
dc.typeTrabajo de grado - Doctoradospa
dc.type.coarhttp://purl.org/coar/resource_type/c_db06spa
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aaspa
dc.type.contentTextspa
dc.type.driverinfo:eu-repo/semantics/doctoralThesisspa
dc.type.redcolhttp://purl.org/redcol/resource_type/TDspa
dc.type.versioninfo:eu-repo/semantics/acceptedVersionspa
dcterms.audience.professionaldevelopmentEstudiantesspa
dcterms.audience.professionaldevelopmentInvestigadoresspa
dcterms.audience.professionaldevelopmentMaestrosspa
dcterms.audience.professionaldevelopmentPersonal de apoyo escolarspa
dcterms.audience.professionaldevelopmentPúblico generalspa
oaire.accessrightshttp://purl.org/coar/access_right/c_14cbspa

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