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This paper provides a framework for recording, analyzing and modeling of 3 dimensional emotional movements for embodied game applications. To foster embodied interaction, we need interfaces that can develop a complex, meaningful understanding of intention--both kinesthetic and emotional--as it emerges through natural human movement. The movements are emulated on robots or other devices with sensory-motor features as a part of games that aim improving the social interaction skills of children. The design of an example game platform that is used for training of children with autism is described since the type of the emotional behaviors depends on the embodiment of the robot and the context of the game. The results show that quantitative movement parameters can be matched to emotional state of the embodied agent (human or robot) using the Laban movement analysis. Emotional movements that were emulated on robots using this principle were tested with children in the age group 7---9. The tests show reliable recognition on most of the behaviors.