Skip to main content

Computer Games and Emotions

  • Chapter
  • First Online:
The Philosophy of Computer Games

Part of the book series: Philosophy of Engineering and Technology ((POET,volume 7))

Abstract

How players experience games emotionally is the central question in this essay. The answer varies and depends on the game. Yet, most of the actions in games are goal-driven. Cognitive emotion theories propose that goal status appraisals and emotions are connected, and this connection is used to formulate how goal-driven engagement works in the games. For example, fear is implied when the player’s goal of keeping the player character alive is under threat. This goal-driven engagement is not enough to explain all the emotions involved in gameplay. Empathy, reacting emotionally to an emotional expression is a potential source of emotions in character-based games. As such, the visual beauty of the environment and character can be pleasurable. Lastly, sounds and music can modulate the emotions of the player. For example, loud and fast music tend to correlate with emotions with high arousal. The emotional experience of playing is an amalgam of these different sources. Importantly, the emotional experience is not straightforwardly caused by the game but it depends on the players’ appraisal of the situation in the game.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    I am basing this discussion on ideas presented by Walton (1990, pp. 138–187) and Shaun Nichols (2004). However, my argument here does not rely on their theoretical premises.

  2. 2.

    Tetris is a game in which differently shaped blocks fall until they hit the bottom. The player can rotate a falling block and move it sideways until it hits the bottom. If the blocks are placed on the bottom so, that there are no holes, the row(s) vanishes. The game ends if the pile of blocks reaches the top of the play area.

  3. 3.

    Notably, Power and Dalgleish (1997) remarks that disgust is often confused with fear when a situation involved insects or reptiles (pp. 346–347).

  4. 4.

    Psychological contamination can be something that is not digestive-based. Power and Dalghleish (Power and Dalgleish 1997, p. 345) refer to a questionnaire study in which people judged the idea of wearing Hitler’s sweater being a one of the most disgusting options.

  5. 5.

    It has been argued that the simulation is used when we try to predict and understand the other people in our daily encounters. The simulation is agued to have a role on understanding the behavior and emotions of o film, or literary characters (Currie 1995, pp. 235–237; Smith 1995, pp. 17–35).

  6. 6.

    The example in the figure is from a cut-scene, but the characters also show emotional expressions in the playable scenes.

  7. 7.

    The players can also monitor the hearts, but I suspect that the facial expressions are easier.

  8. 8.

    Using symmetry might be due to economic factors, as the symmetrical characters are easier and faster to model: one can create only the left or right half of the model and let the software create the other half (by mirroring the created half).

  9. 9.

    The associative emotions here are analogous to the association of emotion and event in direct access route, see Sect. 2.2 above.

  10. 10.

    Here, for the sake of simplicity, I use music to refer also to the static noise used in Silent Hill 3, as it is a composed piece for that function. I wish not to go deeper into the question whether the use of white noise in the game constitutes music or not (but if John Gage’s 4′33″ is accepted to be music, my shortcut is not a shortcut).

  11. 11.

    Naturally, this applies only to those players who have been following the television series.

Bibliography

  • Björk, Staffan, and Jussi Holopainen. 2005. Patterns in game design. Hingham: Charles River Media.

    Google Scholar 

  • Braun, Margaret F., and Angela Bryan. 2006. Female waist-to-hip and male waist-to-shoulder ratios as determinants of romantic partner desirability. Journal of Social and Personal Relationships 23: 805–819.

    Article  Google Scholar 

  • Carroll, Noël. 1990. The philosophy of horror or paradoxes of the heart. New York: Routledge.

    Google Scholar 

  • Carroll, N. 2006. Aesthetic experience: A question of content. In Contemporary debates in aesthetics and the philosophy of art, ed. Matthew Kieran, 69–97. Malden: Blackwell Publishing.

    Google Scholar 

  • Costikyan, Greg. 2002. I have no words & I must design: Toward a critical vocabulary for computer games. http://www.costik.com/nowords.html. Accessed 28 May 2010.

  • Currie, Gregory. 1995. Image and mind: Film, philosophy, and cognitive science. Cambridge: Cambridge University Press.

    Book  Google Scholar 

  • Damasio, Antonio. 2005. Descartes’ error: Emotion, reason, and the human brain. New York: Penguin.

    Google Scholar 

  • Decety, Jean, and Philip L. Jackson. 2004. The functional architecture of human empathy. Behavioral and Cognitive Neuroscience Reviews 3: 71–100.

    Article  Google Scholar 

  • Dimberg, Ulf, Monica Thunberg, and Kurt Elmehed. 2000. Unconscious facial reactions to emotional facial expressions. Psychological Science. doi:10.1111/1467-9280.00221.

  • Eimer, Martin, Amanda Holmes, and Francis P. McGlone. 2003. The role of spatial attention in the processing of facial expression: An ERP study of rapid brain responses to six basic emotions. Cognitive, Affective, & Behavioral Neuroscience 3: 97–110.

    Article  Google Scholar 

  • Ekman, P. 1999a. Basic emotions. In Handbook of cognition and emotion, ed. Tim Dalgleish and Mick Power, 45–60. Sussex: Wiley.

    Google Scholar 

  • Ekman, P. 1999b. Facial expression. In Handbook of cognition and emotion, ed. Tim Dalgleish and Mick Power, 301–320. New York: Wiley.

    Google Scholar 

  • Ekman, I. 2008. Psychologically motivated techniques for emotional sound in computer games. In Proceedings of the Audio Mostly Conference, 20–26. Audio Mostly archive. http://www.audiomostly.com/images/stories/proceeding08/proceedings_am08_low.pdf. Accessed 6 May 2010.

  • Ekman, I., and P. Lankoski. 2009. Hair-raising entertainment: Emotions, sound, and structure in silent hill 2 and fatal frame. In Horror video games: Essays on the fusion of fear and play, ed. Bernard Perron. Jefferson: McFarland.

    Google Scholar 

  • Hjort, M., and S. Laver. 1997. Introduction. In Emotion and the art, ed. Mette Hjort and Sue Laver, 3–19. Oxford: Oxford University Press.

    Google Scholar 

  • Isbister, Katherine. 2006. Better game characters by design. Amsterdam: Morgan Kaufmann.

    Google Scholar 

  • Järvinen, Aki. 2008. Games without frontiers: Theories and methods for game studies and design. Tampere: Tampere University Press.

    Google Scholar 

  • Juul, Jesper. 2005. Half-real: Video games between real rules and fictional worlds. Cambridge: The MIT Press.

    Google Scholar 

  • Lamarque, P. 2004/1981. How can we fear and pity fictions? In Aesthetics and the philosophy of art, ed. Peter Lamarque and Stein H. Olsen, 328–336. Malden: Blackwell Publishing.

    Google Scholar 

  • Lankoski, Petri. 2010. Character-driven game design: A design approach and its foundations in character engagement. Aalto University: Helsinki.

    Google Scholar 

  • Lankoski, Petri. 2011. Player character engagement in computer games. Games and Culture 6: 291–311.

    Article  Google Scholar 

  • Moffat, David C., and Katharina Kiegler. 2006. Investigating the affects of music on emotions in games. In Proceeding of Audio Mostly. http://www.tii.se/sonic_prev/images/stories/amc06/amc_proceedings_low.pdf. Accessed 5 Feb 2008.

  • Molholm, Sophie, Walter Ritter, Micah M. Murray, Daniel C. Javitt, Charlers E. Schroeder, and John J. Foxe. 2002. Multisensory auditory–visual interactions during early sensory processing in humans: A high density electrical mapping study. Cognitive Brain Research 14: 115–128.

    Article  Google Scholar 

  • Morrison, India, and Tom Ziemke. 2005. Empathy with computer game characters: A cognitive neuroscience perspective. In: Proceedings of the Joint Symposium on Virtual Social Agents: AISB‘05, 73–79. AISB, UK.

    Google Scholar 

  • Nichols, Shaun. 2004. Imagining and believing: The promise of a single code. The Journal of Aesthetics and Art Critisism 62: 129–139.

    Article  Google Scholar 

  • Oatley, Keith. 1992. Best laid schemes. Cambridge: Cambridge University Press.

    Google Scholar 

  • Pan, Xueni, and Mel Slater. 2007. A preliminary study of shy males interacting with a virtual character. In Presence 2007: The 10th Annual International Workshop on Presence. http://www.cs.ucl.ac.uk/staff/S.Pan/PanandSlater.pdf. Accessed 28 May 2010.

  • Paradiso, Sergio, Debra L. Johnson, Nancy C. Andreasen, Daniel S. O’Leary, G. Leonard Watkins, Laura L. Boles Ponto, and Richard D. Hitchwa. 1999. Cerebral blood flow changes associated with attribution of emotional valence to pleasant, unpleasant, and neutral visual stimuli in a PET study of normal subjects. The American Journal of Psychiatry 156: 1618–1629.

    Google Scholar 

  • Perron, B. 2009. The survival horror: The extended body genre. In Horror video games: Essays on the fusion of fear and play, ed. Bernard Perron, 121–143. Jefferson: McFarland & Company.

    Google Scholar 

  • Power, Mick, and Tim Dalgleish. 1997. Cognition and emotion: From order to disorder. Hove: Psychology Press Ltd.

    Google Scholar 

  • Ravaja, Niklas, Timo Saari, Mikko Salminen, Jari Laarni, and Kari Kallinen. 2006. Phasic emotional reactions to video game events: A psychophysiological investigation. Media Psychology 8: 343–367.

    Article  Google Scholar 

  • Reber, Rolf, Norbert Schwarz, and Piotr Winkielman. 2004. Processing fluency and aesthetic pleasure: Is beauty in the perceiver’s processing experience? Personality and Social Psychology Review 8: 364–382.

    Article  Google Scholar 

  • Salen, Katie, and Eric Zimmerman. 2004. Rules of play: Game design fundamentals. Cambridge: The MIT Press.

    Google Scholar 

  • Sloboda, J.A., and P.N. Juslin. 2001. Psychological perspectives on music and emotion. In Music and emotion: Theory and research, ed. Patrik N. Juslin and John A. Sloboda, 71–104. Oxford: Oxford University Press.

    Google Scholar 

  • Smith, Murray. 1995. Engaging characters: Fiction, emotion, and the cinema. New York: Oxford University Press.

    Google Scholar 

  • Tavinor, Grant. 2009. The art of videogames. Chichester: Wiley-Blackwell.

    Book  Google Scholar 

  • Walton, Kendall. 1990. Mimesis as make-believe: On foundations of the representational arts. Cambridge: Harvard University Press.

    Google Scholar 

  • Zehner, S.M., and S.D. Lipscomb. 2006. The role of music in video games. In Playing video games: Motives, responses, and consequences, ed. P. Vorderer and J. Bryant, 241–258. Mahwag: Lawrence Erlbaum Associates.

    Google Scholar 

Games

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Petri Lankoski .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer Netherlands

About this chapter

Cite this chapter

Lankoski, P. (2012). Computer Games and Emotions. In: Sageng, J., Fossheim, H., Mandt Larsen, T. (eds) The Philosophy of Computer Games. Philosophy of Engineering and Technology, vol 7. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-4249-9_4

Download citation

Publish with us

Policies and ethics