Advertisement

Inducing Emotional Response in Interactive Media: A Pilot Study

  • Keenan M. Reimer
  • Foaad Khosmood
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 621)

Abstract

Video games, entertainment, education, and training media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Production and editing of the media in order to produce the desired emotional experiences can be expensive and cumbersome to media designers. This paper presents a pilot study intended to show that such experiences can be induced with after-the-fact audio-visual effects. As subjects of the user study, players are given the same virtual environment with two emotional states: fear, and peace. Over 70 % of players report feeling the proper emotional response in both environmental states, revealing that it is indeed possible to induce emotional response with after-the-fact audio-visual effects, hinting at future possibilities for drag-and-drop emotional experience filters.

Keywords

Unity Video games Education Emotion Fear Peace 

References

  1. 1.
    Callele, D., Neufeld, E., Schneider, K.: Emotional requirements. IEEE Softw. 24, 43–45 (2008)CrossRefGoogle Scholar
  2. 2.
    Chittaro, L., Buttussi, F., Zangrando, N.: Desktop virtual reality for emergency preparedness: user evaluation of an aircraft ditching experience under different fear arousal conditions. In: 20th ACM Symposium on Virtual Reality Software and Technology, pp. 141–150. ACM (2014)Google Scholar
  3. 3.
    Donati, J.: Introduction to light and color. In: Exploring Digital Cinematography. Delmar, New York (2008)Google Scholar
  4. 4.
    El-Nasr, M.S., Zupko, J., Miron, K.: Intelligent lighting for a better gaming experience. In: CHI 2005 Extended Abstracts on Human Factors in Computing Systems, pp. 1140–1141. ACM (2005)Google Scholar
  5. 5.
    Floyd, D.L., Prentice-Dunn, S., Roger, S.R.: A meta-analysis of research on protection motivation theory. J. Appl. Soc. Psychol. 30(2), 407–429 (2000)CrossRefGoogle Scholar
  6. 6.
    Grimshaw, M., Lindley, C.A., Nacke, L.: Sound and immersion in the first-person shooter: mixed measurement of the player’s sonic experience. Games Computing and Creative Technologies: Conference Papers, Paper 7 (2008)Google Scholar
  7. 7.
    McQuiggan, S.W., Lee, S., Lester, J.C.: Predicting user physiological response for interactive environments: an inductive approach. AIIDE 2006, 60–65 (2006)Google Scholar
  8. 8.
    Merkx, P.P.A.B., Truong, K.P., Neerinex, M.A.: Inducing and measuring emotion through a multiplayer first-person shooter computer game. In: van den Herik, H.J., Uiterwijk, J.W.H.M., Winands, M.H.M., Schadd, M.P.D. (eds.) Proceedings of the Computer Games Workshop 2007 (2007)Google Scholar
  9. 9.
    Milne, S., Sheeran, P., Orbell, S.: Prediction and intervention in health-related behavior: a meta-analytic review of protection motivation theory. J. Appl. Soc. Psychol. 30(1), 106–143 (2000)CrossRefGoogle Scholar
  10. 10.
    Peperkorn, H.M., Diemer, J., Mühlberger, A.: Temporal dynamics in the relation between presence and fear in virtual reality. Comput. Hum. Behav. 48, 542–547 (2015)CrossRefGoogle Scholar
  11. 11.
    Poeschl, S., Wall, K., Doering, N.: Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presence. In: IEEE Virtual Reality (VR), pp. 129–130. IEEE (2013)Google Scholar
  12. 12.
    Sato, W., Noguchi, M., Yoshikawa, S.: Emotion elicitation effect of films in a Japanese sample. Soc. Behav. Pers. Int. J. 25(7), 863–874 (2007)CrossRefGoogle Scholar
  13. 13.
    Stump, D.: The color-space conundrum. In: Digital Cinematography: Fundamentals, Tools, Techniques, and Workflows. Taylor & Francis, New York (2014)Google Scholar
  14. 14.
    Suárex, L., Thio, C.F.W., Singh, S.: Why people play massively multiplayer online games? Int. J. E-Educ. E-Bus. E-Manage. E-Learn. 3(1), 7–12 (2013)Google Scholar
  15. 15.
    Suk, H.J., Irtel, H.: Emotional response to color across media. Color Res. Appl. 35, 64–77 (2010)CrossRefGoogle Scholar
  16. 16.
    Villani, D., Riva, G.: Does interactive media enhance the management of stress? Suggestions from a controlled study. Cyberpsychology Behav. Soc. Network. 15(1), 24–30 (2008)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.California Polytechnic State UniversitySan Luis ObispoUSA

Personalised recommendations