Mahatmi, Nadia (2023) Emotion Recognition Board Game Design for Adolescent. Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2023). pp. 215-228. ISSN 2352-5398
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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 experi- encing, one of which is emotion. Adolescent who feel confused about their emo- tions can think about themselves so that it makes them feel apprehension, to men- tal 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, De- velop the Idea, Know Your Audience, Build a Prototype, Write the Rules, Play Test, Simplify, and Publish.
Item Type: | Article |
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Keywords: | Emotion, Adolescent, Board Game |
Subjects: | 300 Social Sciences > 300 Social sciences, sociology and anthropology > 305 Groups of People (Incl. social identity, Discrimination, Gender Equality, Social Status) > 305.2 Age Groups 700 Arts and Recreation > 790 Outline of Sports, Games and Entertainment > 793 Indoor Games and Amusements |
Divisions: | Faculty of Art & Design > Visual Communication Design |
Depositing User: | Administrator UMN Library |
Date Deposited: | 06 May 2025 08:12 |
Last Modified: | 06 May 2025 08:12 |
URI: | https://kc.umn.ac.id/id/eprint/37307 |
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