@inproceedings { höök03, abstract = {FantasyA is a role-playing game where emotions are part of the game logic. SenToy is a tangible interface device [2], used to influence emotional behaviour in FantasyA. Players in the game FantasyA have to master SenToy and exhibit a particular set of emotions and perform a set of actions in order to evolve in the game [3]. A study was undertaken to gauge the success of the overall gaming experience, as well as the individual components, the FantasyA game with its emotional content and the SenToy control device with its gestural input.}, address = {Fort Lauderdale, Florida, USA}, booktitle = {CHI'2003 - Conference on Human Factors in Computing Systems}, keywords = {Affective tangible interaction, computer gaming}, month = {April}, pages = {804-805}, publisher = {ACM}, title = {Fantasya and Sentoy}, volume = {3166/2004}, year = {2003}, author = {Kristina Höök and Adrian Bullock and Ana Paiva and Marco Vala and Ricardo Chaves and Rui Prada} }