International Conference on Virtual Storytelling

ICVS 2005: Virtual Storytelling. Using Virtual Reality Technologies for Storytelling pp 105-114

Emotional Spectrum Developed by Virtual Storytelling

  • Nelson Zagalo
  • Ana Torres
  • Vasco Branco
Conference paper

DOI: 10.1007/11590361_12

Volume 3805 of the book series Lecture Notes in Computer Science (LNCS)
Cite this paper as:
Zagalo N., Torres A., Branco V. (2005) Emotional Spectrum Developed by Virtual Storytelling. In: Subsol G. (eds) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. ICVS 2005. Lecture Notes in Computer Science, vol 3805. Springer, Berlin, Heidelberg

Abstract

We have performed a quantitative study in order to find out the emotional spectrum of Virtual Storytelling in comparison with movies, taking into consideration the Russell’s emotional circumplex model. Via internet forums we gathered videogames that people considered to be capable of eliciting each of the seven basic emotions, distributed around the circumplex. From the 200 videogames collected, we chose 14, following the principle of the two most cited for each of the seven emotions. These videogames were then tested with 33 subjects. These results were compared with Gross & Levenson (1995) study on movies. We found that these videogames were capable of successfully eliciting emotions such as Surprise, Anger, Disgust and Fear. There is also evidence that Happiness could be elicited. It was not possible to verify the existence of Tranquility. The most problematic was Sadness, except when interactivity was absent and emotion propelled through cutscenes.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Copyright information

© Springer-Verlag Berlin Heidelberg 2005

Authors and Affiliations

  • Nelson Zagalo
    • 1
  • Ana Torres
    • 1
  • Vasco Branco
    • 1
  1. 1.Department of Communication and ArtUniversity of AveiroAveiroPortugal