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EMOTION
New entry in Digiplay games research bibliography:
We adapted the computer game TETRIS to investigate the process of affective-motivational counter-regulation, that is, attentional biases for emotional stimuli that are in opposition to the momentary Motivational focus. Counter-regulation is seen as a mechanism which should prevent escalation and impulsivity, and it should help to avoid becoming "locked up" in affective-motivational states. Accordingly, for a negative outcome focus condition (i.e., risk of losing a current high score), we hypothesized greater interference by positive distractors that were included in the game, whereas for a positive outcome focus (i.e., chance to improve one's current high score), we hypothesized greater interference by negative distractors. Supporting our hypotheses, we found the predicted interactions between distractor valence and type of outcome focus. (C) 2009 Elsevier B.V. All rights reserved.
New entry in Digiplay games research bibliography:
This paper discusses a specific customization technology Psychological Customization - which enables the customization of information presented on a computer-based system in real-time and its application to manipulating emotions when playing computer games. The possibilities of customizing different elements of games to manipulate emotions are presented and a definition of emotionally adaptive games is given. A psychophysiologically adaptive game is discussed as an example of emotionally adapted games.
New entry in Digiplay games research bibliography:
A number of studies in recent years have investigated the dynamic difficulty adjustment (DDA) mechanism in computer games to automatically tailor gaming experience to individual player's characteristics. Although most of these existing works focus on game adaptation based on player's performance, affective state experienced by the players could play a key role in gaming experience and may provide a useful indicator for a DDA mechanism. In this article, an affect-based DDA was designed and implemented for computer games. In this DDA mechanism, a player's physiological signals were analyzed to infer his or her probable anxiety level, which was chosen as the target affective state, and the game difficulty level was automatically adjusted in real time as a function of the player's affective state. Peripheral physiological signals were measured through wearable biofeedback sensors and several physiological indices were explored to determine their correlations with anxiety. An experimental study was conducted to evaluate the effects of the affect-based DDA on game play by comparing it with a performance-based DDA. This is the first time, that is known, that the impact of a real-time affect-based DDA has been demonstrated experimentally.
New entry in Digiplay games research bibliography:
Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.
New entry in Digiplay games research bibliography:
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.
New entry in Digiplay games research bibliography:
This book chapter is an overview of recent research on interactive games and learning and it describes the learning outcomes that have been identified in studies of interactive games. The outcomes are grouped into nine areas: Motivation to learn, Perception and coordination, Thinking and problem solving, Knowledge, Skills and behaviors, Self-regulation and therapy, Self-concepts, Social relationships, and Attitudes and values. The chapter concludes by pointing to processes of learning and skill development that can occur in well designed interactive games and some of the game design strategies that can enhance game-based learning.
New entry in Digiplay games research bibliography:
The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of assessing emotional state, and even fewer methods of quantifying emotion during play. This paper presents a novel method for continuously modeling emotion using physiological data. A fuzzy logic model transformed four physiological signals into arousal and valence. A second fuzzy logic model transformed arousal and valence into five emotional states relevant to computer game play: boredom, challenge, excitement, frustration, and fun. Modeled emotions compared favorably with a manual approach, and the means were also evaluated with subjective self-reports, exhibiting the same trends as reported emotions for fun, boredom, and excitement. This approach provides a method for quantifying emotional states continuously during a play experience.
New entry in Digiplay games research bibliography:
A whole world is presented in front of the eyes of a gamer. This world has shapes and colours. What do colours transmit? Is this considered in digital games? These are the main issues of this work. We are part of a culture which has been decanting meanings for ages, including those of colours. These coded meanings are shared connotations of feelings, sensations, atmosphere, thoughts, and moods. Repeatedly, this symbolism is used without realizing how colours communicate. So, if colours can express, gamers would get messages which contain reactions and sensations. Diverse elements of digital games will be taken into account: characters, landscapes, clothes, objects, interfaces. A better understanding of the uses of colours would improve game experience.
New entry in Digiplay games research bibliography:
This study aims to advance the media effects debate concerning violent video games. Meta-analytic reviews reveal a small but noticeable association between playing violent video games and aggressive reactions. However, evidence for causal associations is still rare. In a novel, event-related functional magnetic resonance imaging study, 13 male research participants were observed playing a latest-generation violent video game. Each participant's game play was recorded and content analyzed on a frame-by-frame basis. Onscreen activities were coded as either "passive/dead, no a frame interactions"; "active/safe, no imminent danger/no violent interactions"; "active/potential danger occurs, violent interactions expected"; "active/under attack, some violent interactions"; and "active/fighting and killing, many violent interactions." Previous studies in neuroscience on aggressive thoughts and behaviors suggested that virtual violence would suppress affective areas of the anterior cingulate cortex (ACC) and the amygdala subsequent to activity variations at cognitive areas of the ACC. Comparison of game play activities with and without virtual violence in 11 participants confirmed the hypothesis. The rather large observed effects can be considered as caused by the virtual violence. We discuss the applicability of neuroscience methodology in media effects studies, with a special emphasis on the assumption of virtuality prevalent in video game play.
New entry in Digiplay games research bibliography:
A sample of 94 children who attended third, fifth, and sixth grade classrooms was used in order to explore children's emotional reactions when their (same-sex) partner in a cooperative computer game appeared to be unable or unwilling to do his or her share in the joint endeavor. During the ensuing discussions dominance in the shape of disgust or contempt made up 18 % of all facial expressions. Different types of smiles, however, were far more frequent - they made up almost half of all facial expressions. Hierarchical regression analyses which were guided by a theoretical model suggest that children showed more often expressions of anger and denigration on their faces when they considered themselves to be rejected by their peers, when their relation ship with their play partner was overshadowed by competition (girls only), and when they experienced intense anger and contempt at the same time. Implications of dominance and denigration for the partner and the cooperation as well as the need of furthering the development of emotional competence are discussed.
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