Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2023)

Emotion Recognition Board Game Design for Adolescent

Authors
Christian Vincent Santoso1, *, Nadia Mahatmi1
1Visual Communication Design Department, Universitas Multimedia Nusantara, Scientia Boulevard Gading, Curug Sangereng, Serpong, Kab., Tangerang, Banten, 15810, Indonesia
*Corresponding author. Email: christian.vincent@student.umn.ac.id
Corresponding Author
Christian Vincent Santoso
Available Online 6 November 2023.
DOI
10.2991/978-2-38476-136-4_19How to use a DOI?
Keywords
Emotion; Adolescent; Board Game
Abstract

Emotions refer to special thoughts and feelings psychologically and biologically to carry out an action. Emotions affect the development of every human being, especially during adolescence. This is because adolescents still have imperfect thoughts so they often feel confused about what they are experiencing, one of which is emotion. Adolescent who feel confused about their emotions can think about themselves so that it makes them feel apprehension, to mental illness caused by excessive anxiety. Emotion recognition needs to be done in order to reduce the occurrence of mental illness that is caused emotionally. The author chose to create board game-based interactive media to introduce emotions to adolescents because board games are an effective medium of information. The design methodology that the author uses is Ideation, Theme-driven vs Mechanic-driven, Card Game vs Board Game, Reality Check, Write a Design Memo, Develop the Idea, Know Your Audience, Build a Prototype, Write the Rules, Play Test, Simplify, and Publish.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
6 November 2023
ISBN
978-2-38476-136-4
ISSN
2352-5398
DOI
10.2991/978-2-38476-136-4_19How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Christian Vincent Santoso
AU  - Nadia Mahatmi
PY  - 2023
DA  - 2023/11/06
TI  - Emotion Recognition Board Game Design for Adolescent
BT  - Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2023)
PB  - Atlantis Press
SP  - 215
EP  - 228
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-136-4_19
DO  - 10.2991/978-2-38476-136-4_19
ID  - Santoso2023
ER  -