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Affect Channel Model of Evaluation in the Context of Digital Games

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Part of the book series: Socio-Affective Computing ((SAC,volume 4))

Abstract

Psychological emotion theories are underused in digital game research, possibly because they are divided into several competing camps and because they do not provide a framework easily applied to a context of digital games. I present a first step towards an integration of the camps, especially by combining Panksepp’s view on primary processes, Scherer’s component process model, and Cacioppo and others’ evaluative space model. While specifying the different parts of the affect channel model of evaluation, I discuss how they are likely related to common game-related phenomena.

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Notes

  1. 1.

    The “domain-generality” does not imply that the functions are not specialized—only that the domain of specialization is not “emotion” (cf. [19], Chapter 2).

  2. 2.

    I prefer ‘evaluation’ over ‘appraisal’, because the latter is a strongly loaded term specifically related to appraisal theories and the theoretical constraints related to that literature.

  3. 3.

    I have ignored, among many details, the whole system of homeostatic functions (pain, hunger, thirst, uncomfortable temperature, fatigue) which I contend should be recognized as an affect channel on their own right (cf. [31]).

  4. 4.

    Following Kurzban [19], by “module” I mean “information-processing mechanism specialized to perform a particular function”—not the strong Fodorian module. Although I assume that the neural substrates of the modules can be found in the brain (see below), I do not assume that different modules are necessarily distinct from each other on the neural level. Therefore, I use expressions like “a module x is based on module y”, meaning that the neurons that carry out the functions are largely the same, but because the modules are related to the function, the modules may be different.

  5. 5.

    Note that by “stimulus” I do not mean, for example, a single seen object, as the visual system makes the distinction between objects relatively late ([10], Chapter 5). Instead, I mean the information that reaches an evaluator after being processed by different perception modules into some format that it can evaluate. That is, like the perception modules, the evaluators focus on very specific features of the perceptual information, from a simple feature like darkness, to a highly processed understanding of the environment and context. This also means that while I assume an external stimulus (such as a digital game), the model does not ignore self-caused (imagined or recalled) stimuli, that are treated no different from the external stimuli when they are fed to the evaluators. This is supported by the vast evidence that imagined situations lead to same kind of physical changes in the brain than external stimuli (e.g., [13]).

  6. 6.

    I also note that the levels seem to correspond roughly to the (probable) evolutionary and developmental order of appearance, but this is not the main purpose of the levels.

  7. 7.

    How can the elite Counter-Strike players play this extremely fast-paced game, if the simple evaluation of the consequences of an action is supposed to take half a second? The experiments about the timings have been carried out with abstract tasks that people have no previous experience with. When a familiar environment is navigated, the typical situations and their consequences are already associated to their evaluations and behavioral responses, allowing quick responding by automated motor patterns that border reflexes in extreme cases. Instead of absolute timings, the levels are meant to indicate the relative processing speeds of different processing types—the milliseconds are secondary.

  8. 8.

    Note that albeit the evolutionary function of the play module is to learn survival-relevant skills and understanding, the modules themselves do not regulate their operation according to whether there is actual use for the skills and understanding in the life in general. Procrastination and diabetes occur for the same reason: the modules behind our behavior have evolved in a much more resource-scarce environment where too much resources was never something we needed to adapt to. Play is the same—it was never “meant” to be available as often as it is in the modern world where we don’t have to focus on survival all the time. All play the individual had time for in the ancestral past was a bonus.

  9. 9.

    Cf. magic circle: [42].

  10. 10.

    Not in early pretend play, though: young children apparently mimic the activities, without imagining the mental worlds of mom and dad or police and robber [24].

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Correspondence to J. Matias Kivikangas .

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Kivikangas, J.M. (2016). Affect Channel Model of Evaluation in the Context of Digital Games. In: Karpouzis, K., Yannakakis, G. (eds) Emotion in Games. Socio-Affective Computing, vol 4. Springer, Cham. https://doi.org/10.1007/978-3-319-41316-7_2

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