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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Eliciting Emotions in Design of Games - a Theory Driven Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alessandro Canossa</string-name>
          <email>a.canossa@northeastern.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jeremy Badler</string-name>
          <email>jbadler@ski.org</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eric Anderson</string-name>
          <email>ec.anderson@northeastern.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Magy Seif El-Nasr</string-name>
          <email>nasr@northeastern.edu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>• Human-centered computing → Interaction design →</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Interaction design process and methods → Scenario-based design</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Northeastern University</institution>
          ,
          <addr-line>360 Huntigton Ave., Boston, MA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Northeastern University</institution>
          ,
          <addr-line>360 Huntigton Ave., Boston, MA, m.seifel</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>16</volume>
      <issue>2016</issue>
      <abstract>
        <p>As technology becomes more powerful, computer software and game designers have ever-expanding tools available to create immersive, emotional experiences. Until recently, designing emotional experiences was achieved by veteran designers relying on insights from film theory and intuitions developed through years of practice. We propose another approach: leveraging scientific knowledge of emotions to guide the design process. The approach can serve as a resource for fledgling designers trying to break into the field, but will hopefully provide a few new insights for veterans as well. In addition, it may interest emotion researchers and psychologists looking to expand their stimulus repertoire. As a necessary underpinning for the design process, we will discuss several theoretical psychological models of emotions. Classical theories largely treat emotions as basic, universal states that are invariantly evoked by specific stimuli. While intuitive and popular, these theories are not well supported by current evidence. In contrast, a psychological constructionist theory, called the Conceptual Act Theory [6] proposes that emotions are constructed when conceptual knowledge is applied to ever changing affective experiences. The CAT proposes that emotional states can exhibit strong variation across instances and individuals due to differences in situational factors, learning histories and cultural backgrounds. This theory better fits available data, and also provides a framework for modeling emotional changes that vary by situation, person, and culture. The CAT also fits better with the game design process, since it treats users holistically as individuals. During the course of a game, similar to real life, emotions emerge from evaluations of situations and can therefore not be deterministically dictated by a single stimulus. Using the CAT framework, we developed a process to create affective digital game scenarios. Our goal is to give game designers, a scientific framework to better guide the design process.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Emotion elicitation</kwd>
        <kwd>Affect</kwd>
        <kwd>Game design</kwd>
        <kwd>Personalization</kwd>
        <kwd>Psychology of affect</kwd>
        <kwd>Conceptual Act Theory</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Creating emotionally engaging experiences is an important
goal of game design. Game designers and developers use many
different design techniques to evoke emotions. The Mechanics,
Dynamics, Aesthetics (MDA) model, for example, advocates for
the development of mechanics (game rules) that lead to game
dynamics (game systems) that achieve aesthetic goals. The goals
are defined as states that include: sensation (games as
sensepleasure), fantasy (game as make-believe), narrative (game as
drama), challenge (game as obstacle course), fellowship (game as
social framework), discovery (game as uncharted territory),
expression (game as self-discovery) and submission (game as
pastime) [
        <xref ref-type="bibr" rid="ref72">74</xref>
        ]. Several game design authors have proposed
principles that describe the role of visual design, environment
design and other physical properties of games and how they
change over time as a way to evoke affect and a general sense of
pleasure [
        <xref ref-type="bibr" rid="ref73 ref74">75, 76</xref>
        ]. The use of writing techniques to develop
character and narrative in games that have emotional impact has
received attention as well [
        <xref ref-type="bibr" rid="ref26">28</xref>
        ]. There have also been several
works discussing the development of reward systems to encourage
player achievement, competition or collaboration as a way to
evoke emotions and sustain engagement (e.g. [
        <xref ref-type="bibr" rid="ref76">78</xref>
        ]). Virtual
environment researchers have also acknowledged the potential
and utility of adopting psychological theories of affect and
emotions. One area where emotion theory has been used is in
developing computational models of emotion elicitation for
creating believable characters. Examples of this work include the
Oz project, where the research group used scientific "appraisal"
models of emotions [
        <xref ref-type="bibr" rid="ref77">79</xref>
        ] to develop expressive believable agents
that can inhabit a virtual narrative world [
        <xref ref-type="bibr" rid="ref48">50</xref>
        ].
      </p>
      <sec id="sec-1-1">
        <title>However, top designers see the game experience holistically.</title>
        <p>
          Thus the process of evoking emotions arises not just from
characters that are expressive or believable, but from the complex
interaction of all game elements: lighting, movement, sequences
of events and user choices, and from the overall feel of the
environment [
          <xref ref-type="bibr" rid="ref68">70</xref>
          ].This necessitates a different kind of theory to
guide the design process – an approach that treats the user
experience as a whole rather than as separate components (as
classical theories of emotion do). The formal research cited above
is in many ways the exception; more often than not, designers
develop techniques and make choices based on their experience
and intuitions. Experience and intuition are difficult to codify.
Thus we pose the question: can a psychological theory of emotion
be used in the game design process to enhance the players’
emotional experience in a game? If so, how, and what is an
optimal emotion theory for this purpose? We propose that the
Conceptual Act Theory [
          <xref ref-type="bibr" rid="ref4">6</xref>
          ] can be usefully employed by
designers. Taking a holistic view, the theory builds on strong
evidence that emotions are not hardwired or invariant entities that
can be triggered by specific stimuli. Rather, the CAT proposes
that emotional instances are newly created each time they occur
from the sum of all stimuli, and vary as a person’s internal (i.e.,
the person’s bodily state) and external context changes. The
instances also vary across individuals who have different emotion
concepts, learning histories and cultural backgrounds. We first
outline different psychological theories of emotion and their
limitations. We then describe in more detail the CAT,
emphasizing in particular features of the theory that are critical to
our game design and iterative tuning process, and describing how
the theory is different from others currently used by game
researchers. Second, we review previous work in creating gaming
experiences using emotions. Third, we describe a design process
from concept inception to realization, through the example of a
game created for research purposes. We conclude the paper
briefly discussing our evaluation of the game’s usability and
playability as well as describing an initial study where we
compare the self-reported and peripheral physiological responses
of the initial pool of subjects. Last, we discuss our contribution to
the game design process, as well as the effectiveness of a new
theory of emotions that has not previously been used in the
domain of affective computing. We believe the paper will provide
promising evidence of the utility of the approach, which may open
new research directions in the design of emotional experiences.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. THEORETICAL FOUNDATION –</title>
    </sec>
    <sec id="sec-3">
      <title>PSYCHOLOGICAL THEORY OF</title>
    </sec>
    <sec id="sec-4">
      <title>EMOTIONS AND AFFECT</title>
    </sec>
    <sec id="sec-5">
      <title>2.1 Emotions and Affect</title>
      <p>
        A commonly held view of emotions is that there exists a set
of discrete, innate and universal emotional states [
        <xref ref-type="bibr" rid="ref23 ref24 ref39 ref40 ref43 ref61">25, 26, 41, 42,
45, 63</xref>
        ]. This set of emotions is often referred to by such English
words as anger, sadness, and fear, and are viewed as a natural
kind [
        <xref ref-type="bibr" rid="ref4">6</xref>
        ]. When boiled down to their fundamental assumptions,
basic emotion models make up the dominant scientific paradigm
in the psychological study of emotion. Different models
emphasize different parts of the process. For instance, one family
of theories called "appraisal models", focus on the set of necessary
events that trigger emotions [
        <xref ref-type="bibr" rid="ref28 ref35">30, 37</xref>
        ]. Once an emotion is
triggered, the presumed result is an automated set of synchronized
changes in response systems that produce the signature emotional
response. This view predicts that the experience and perception of
emotions are fairly universal, so little variability within or
between people would be observed. While intuitive, the 'basic'
emotion view is not well supported by the data, variability is the
rule rather than the exception. Quantitative reviews of the research
have failed to find signatures of emotions in the body [
        <xref ref-type="bibr" rid="ref14">16</xref>
        ] or brain
[
        <xref ref-type="bibr" rid="ref46">48</xref>
        ]. Additionally, evidence is emerging that people from
different cultures perceive emotions differently [
        <xref ref-type="bibr" rid="ref27">29</xref>
        ] and people
within a culture have varied emotional lives [
        <xref ref-type="bibr" rid="ref6">8</xref>
        ]. While a
complete review of this research is beyond the scope of this
chapter, interested readers can consult Barrett et al. [
        <xref ref-type="bibr" rid="ref7">9</xref>
        ].
      </p>
      <p>
        Another way of characterizing emotional states is in terms of
their underlying affective dimensions. Two important affective
dimensions are valence, the degree of pleasure or displeasure, and
activation, the degree of arousal [
        <xref ref-type="bibr" rid="ref5 ref6 ref63 ref65">7, 8, 65, 67</xref>
        ]. Together, valence
and activation form a unified affective state (Figure 1). Affect is
grounded in the physical fluctuations of the body: somatovisceral,
kinesthetic, proprioceptive, and neurochemical [
        <xref ref-type="bibr" rid="ref5 ref57">7, 59</xref>
        ]. Affect is
also a central feature in many psychological phenomena,
including emotion [
        <xref ref-type="bibr" rid="ref18 ref5 ref6 ref63">7, 8, 20, 65</xref>
        ], anticipating the future [
        <xref ref-type="bibr" rid="ref29 ref30">31, 32</xref>
        ],
psychopathology [
        <xref ref-type="bibr" rid="ref16 ref17">18, 19</xref>
        ], and morality [
        <xref ref-type="bibr" rid="ref34 ref36">36, 38</xref>
        ]. Affective
changes are crucial to the conscious experience of the world
around us [
        <xref ref-type="bibr" rid="ref22">24</xref>
        ]. People in all cultures around the world seem to
have affective experiences [
        <xref ref-type="bibr" rid="ref51">53</xref>
        ]. Unlike emotions, affect can be
clearly measured in the facial expressions [
        <xref ref-type="bibr" rid="ref14">16</xref>
        ], in the voice [
        <xref ref-type="bibr" rid="ref64">66</xref>
        ],
and in the peripheral nervous system [
        <xref ref-type="bibr" rid="ref13 ref14">15, 16</xref>
        ]. As a consequence,
affect can be thought of as a neurophysiologic barometer of the
individual’s relationship to an environment at a given point in
time, with self-reported feelings as the barometer readings.
      </p>
    </sec>
    <sec id="sec-6">
      <title>2.2 Conceptual Act Model</title>
      <p>
        Using affect as its foundation, the CAT [
        <xref ref-type="bibr" rid="ref4">6</xref>
        ] hypothesizes that
affective experience becomes a ‘real’ emotion (fear, anger, etc.)
when categorized as such using the emotion concept knowledge
of a perceiver. These concepts have been learned from language,
socialization, and other cultural artifacts within the person’s
dayto-day experience. The process of combining incoming sensory
input (from the body and from the surroundings) with learned,
category knowledge within the perceiver’s brain is a normal part
of what it means to be conscious. This conceptualizing is
instantaneous, ongoing, obligatory, and automatic (meaning, a
person will normally not have a sense of agency, effort or control
in constructing an emotion). Conceptualizing is rarely due to a
deliberate, conscious goal to figure things out. Thus to a person,
emotions feel like they just happen. The CAT emphasizes the
importance of situations. The conceptual system for emotion is
constituted out of past experience, and past experience is largely
structured by people within a cultural context. Therefore, the
vocabulary of emotion categories that is developed, as well as the
population of instances within each category are culturally
relative. Such properties integrate the CAT with social
construction approaches, positing that interpersonal situations
“afford” certain emotions (or certain varieties of an emotion
category). As a result, in the CAT emotions (like all mental states)
are not assumed to be Platonic, physical types, but instead are
treated as abstract, conceptual categories that are populated with
variable instances optimized for a particular situation or context.
      </p>
      <p>According to the CAT ,there are at least five sources for the
variations that occur in emotional episodes: (1) the behavioral
adaptations that serve as initial, affective predictions about how to
best act in a particular situation (e.g., it is possible to freeze, flee,
fight or faint during fear), (2) the concepts that develop for
emotion, (3) the vocabulary used for emotions, (4) the variation in
the types of situations that arise in different cultures, and (5)
stochastic processes. As a result, there is variation within emotion
categories, both within individuals and across people and cultures.
Not everyone will experience the same emotion to the same
stimulus, and even the same stimulus/person pairing can create
different emotions at two different times.</p>
    </sec>
    <sec id="sec-7">
      <title>2.3 Utility of the Conceptual Act Model to the game design process</title>
      <p>Modern games contain complex, dynamic worlds that are
well-suited to the application of the CAT for creating emotional
experiences. Several key features of the CAT model are
particularly relevant for game design:</p>
      <sec id="sec-7-1">
        <title>1) There is variability in how people will respond to stimuli. This can be due to participants’ past experiences, or contextual elements present in the situation that can be interpreted differently by different participants.</title>
      </sec>
      <sec id="sec-7-2">
        <title>2) The context is critical for the experience users will have.</title>
        <p>A snake may elicit fear in one context, but amusement in another.</p>
      </sec>
      <sec id="sec-7-3">
        <title>3) The sequence of events that lead to a specific situation is</title>
        <p>important when developing an emotional scenario.</p>
        <p>A user’s response is not solely determined by current
conditions; it is also influenced by the preceding sequence of
events. This is an important element of game design. Designers
often use a “beat chart" to signify the sequencing of events or
beats (single units of action) and their effect on the participant as
they go through an experience. Using these three constructs, we
will discuss in Section 4 a framework to guide the design process
and show how these ideas can aid in developing and designing
emotionally engaging scenarios. First, however, we briefly review
current theory on designing for emotions.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>3. PREVIOUS WORK ON EMOTIONS IN</title>
    </sec>
    <sec id="sec-9">
      <title>DESIGN</title>
    </sec>
    <sec id="sec-10">
      <title>3.1 Computational Models of Emotions</title>
      <p>
        Computer scientists have attempted to model how emotions
are elicited by modeling them using digital environments.
Marsella, Gratch and Petta [
        <xref ref-type="bibr" rid="ref49">51</xref>
        ] summarized several
computational models of emotions. Most of these models use
classical appraisal theories as the theoretical foundation, with the
goal of developing 'emotional' virtual characters used in games
and simulation. Computationally-based appraisal models assess
events in the surrounding environment, compare them to an
internal belief system, and change their emotional state
accordingly. For example, the EDA model [
        <xref ref-type="bibr" rid="ref31 ref33">33, 35</xref>
        ] parameterizes
external events in terms of desirability and likelihood of
happening, which are then used to map to specific emotions. For
example, positive desirability with likelihood &lt; 1 yields hope,
while negative desirability with likelihood = 1 yields distress. A
good example of customized internal beliefs is the bully agent in
the FearNot! system [
        <xref ref-type="bibr" rid="ref19">21</xref>
        ], which interprets as desirable another
agent having fallen on the floor and crying (having been pushed
by the bully); accordingly, a gloating response is produced.
Besides appraisal models, three other categories of affective
modeling are dimensional, anatomical and rational. Dimensional
models do not implement discrete emotional categories, but rather
treat emotions as continuous variables (i.e. affect; see Figure 1).
For example, WASABI [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ] defines different emotions as ranges
in arousal-valence-dominance space, appraises the current
situation in the same space, and uses the distance between the two
to calculate a likelihood of a given facial expression. Anatomical
models [
        <xref ref-type="bibr" rid="ref2">4</xref>
        ] are built from the ground up based on neuroanatomical
data and processes. As such, they tend to be focused on a single
emotion (e.g., fear) and have received only limited attention from
the computational community. Finally, rational models are in
many ways the opposite of anatomical, eschewing psychology
almost entirely in favor of a pure artificial-intelligence approach.
A good example is Scheutz and Sloman [
        <xref ref-type="bibr" rid="ref66">68</xref>
        ], who use the simple
affect “hunger” to modify the behavior of intelligent, sensing
agents in a world populated by other agents, food and various
lethal entities.
      </p>
      <p>
        Computational models of emotions are often put to use in the
broader context of believable characters. Indeed, if
computercontrolled agents are ever to appear “human”, their ability to
realistically express emotion is almost a requirement [
        <xref ref-type="bibr" rid="ref8">10</xref>
        ]. Once
an agent has selected the appropriate emotion via an affective
model, the agent needs to behave accordingly. An agent's
emotional state can be conveyed visually by head position and
facial expression [
        <xref ref-type="bibr" rid="ref20 ref21 ref3">5, 22, 23</xref>
        ] as well as body posture and
movement [
        <xref ref-type="bibr" rid="ref1 ref15 ref58 ref59">1, 3, 17, 60, 61</xref>
        ]. The link to cognitively-driven
behavior was recognized and exploited early on by the Oz project
[
        <xref ref-type="bibr" rid="ref70 ref71">72, 73</xref>
        ], which developed an expressive artificial intelligence
informed by emotional state. More recently, Hudlicka and
colleagues [
        <xref ref-type="bibr" rid="ref37 ref38">39, 40</xref>
        ] modeled affect-induced changes in cognition,
such as an increased threat response if the agent is anxious. Many
of the researchers computationally modeling emotions use
appraisal theory as a theoretical foundation for good reason.
Appraisal theories focus on emotion elicitation - exactly what the
researchers are attempting to model. For designers, such projects
are interesting but leave out an important element: the actual
experience of an emotion. Games seek to provide a holistic
experience to the player, and since the above models do not
include subjective experience they are of limited use to designers.
Many game designers have therefore abandoned the use of
emotion theory and instead adopted an alternative approach, either
(a) creative methods that borrow techniques from other disciplines
(e.g., film theory) and rely heavily on intuition, or (b) a more
scientific approach where the design is still creative, but is tuned
through the iterative process of testing, evaluating outcomes and
modifying game variables as needed [
        <xref ref-type="bibr" rid="ref52 ref53">2, 55, 54</xref>
        ].
      </p>
    </sec>
    <sec id="sec-11">
      <title>3.2 Creating Emotions in Interactive</title>
    </sec>
    <sec id="sec-12">
      <title>Experiences</title>
      <p>
        Artists, designers, directors and other content creators often
seek to evoke or manipulate the emotions of those who experience
their work. They are interested in the holistic experience of the
user. Many design techniques were documented in the 1960s and
70s, with the rise of film theory as an academic discipline. In
films and television [
        <xref ref-type="bibr" rid="ref11">13</xref>
        ] as well as advertising [
        <xref ref-type="bibr" rid="ref62">64</xref>
        ], visual
scenery and ambient light and color play a particularly important
role. For example, according to Western cultural norms the color
red often evokes violence or passion, while blue is methodical and
cold [
        <xref ref-type="bibr" rid="ref10">12</xref>
        ]. Games are no exception [
        <xref ref-type="bibr" rid="ref60">62</xref>
        ], and may be even more
effective conductors of emotion since they provide levels of
control and immersion that are impossible using classic
techniques [
        <xref ref-type="bibr" rid="ref32 ref54 ref67">34, 56, 69</xref>
        ]. One study [
        <xref ref-type="bibr" rid="ref25">27</xref>
        ] asked participants to
navigate through versions of a virtual environment that differed
only in some visual dimension (color, saturation, brightness or
contrast). It found a measurable effect on physiological signals
such as heart rate and body temperature. Aside from visuals, other
sensory stimuli such as music and sound [
        <xref ref-type="bibr" rid="ref56">58</xref>
        ] and even scent and
vibration [
        <xref ref-type="bibr" rid="ref54 ref67">56, 69</xref>
        ] can also enhance the gameplay experience.
      </p>
      <sec id="sec-12-1">
        <title>Optimizing a user’s sensory experience is not sufficient,</title>
        <p>
          however – there are also the underlying story and gameplay itself.
There are many narrative techniques that increase the player’s
emotional connection to the story, such as creating deeper
relationships with one or more non-player characters (NPCs),
including interesting and multilayered plot elements, and allowing
the player to influence the story arc [
          <xref ref-type="bibr" rid="ref26">28</xref>
          ]. Even simple, scripted
plot elements are sufficient to evoke emotions like joy or anger
[
          <xref ref-type="bibr" rid="ref69">71</xref>
          ]. NPCs with emotional depth can be implemented using the
affective computing methods surveyed earlier (section 3.1).
Technical agency, such as giving players control of the game
camera, is critical for avoiding frustration in certain games [
          <xref ref-type="bibr" rid="ref50">52</xref>
          ].
Even subtle distinctions are important: Leino [
          <xref ref-type="bibr" rid="ref44">46</xref>
          ] argues that
players are more likely to experience emotions from game content
that is integral to play (“undeniable”) than purely superficial or
aesthetic (“deniable”). Finally, the experience of players can be
altered even before they start the game, by priming them to expect
a fun or serious simulation for example [
          <xref ref-type="bibr" rid="ref47">49</xref>
          ].
        </p>
        <p>
          Overall, it’s necessary to view a game as a gestalt, with
visuals and other stimuli, narrative, mechanics, characters and
context all working in synergy to maximize the intensity of the
user experience [
          <xref ref-type="bibr" rid="ref54 ref55 ref67">56, 57, 69</xref>
          ]. Much of the previous work
admirably attempts to codify the intuitions of designers, but is still
not driven by psychological theory. This is partly due to the fact
that for designers, most theories have focused on stimulus and
response while omitting user experience. Furthermore, many
psychological theories have assumed that a specific stimulus
invariantly causes a specific emotion in all people. This isn't the
case - as designers intuitively know. Because CAT does not have
the same limitations it can be used to inform design, as we
demonstrate in the next section.
        </p>
      </sec>
    </sec>
    <sec id="sec-13">
      <title>4. NEW DESIGN APPROACH USING CAT</title>
      <p>We now describe a general method for applying insights
from the CAT to the creative design process. To illustrate the
method, we concurrently describe how we applied it to develop a
short video game that had the explicit purpose of evoking
different, robust affective experiences in players. The game was
part of a larger project to study individual differences in affective
experience and was developed jointly by affective scientists and
video game researchers. The game was constructed using the
engine, assets and editing tools provided by Fallout New Vegas
(Bethesda Softworks). It consisted of four scenarios designed to
elicit different affective states, along with a recurring neutral
space designed to allow players to return to a relatively quiescent
state. The four affective states were chosen to sample the different
quadrants of the affective circumplex (see Figure 1). Specific
emotions within each quadrant were chosen as target emotions for
elicitation. Each scenario included a task for the player to perform
and included timing constraints to make the game suitable under
restrictive experimental conditions (e.g., fMRI). Navigation paths
and player speed were tuned so that each scenario took a
minimum of 90 seconds to complete, and a three minute timeout
provided an upper bound in case the player did not complete the
task. The four scenarios were:
• The Fear Cave (Figure 2A) was a dark, ominous
environment with threatening giant insects and rumbling
earthquakes. Players were instructed to retrieve a shovel and
escape the cave.
• The Calm Valley (Figure 2B) was a peaceful, natural
area with trees, flowers and a lake. Players were instructed to
retrieve a flower and place it in the middle of the pond.
• The Exciting Casino (Figure 2C) had upbeat music and
many lively characters. Players were instructed to pick up a lucky
chip and play a slot machine that caused prizes to fall from the
ceiling and non-player characters to cheer.
• The Sad Hotel (Figure 2D) was a run-down and somber
interior. Players were instructed to fulfill the last wish of a dying
man.</p>
      <p>The rest area was the Hub (Figure 2E), appearing between
each scenario as well as at the beginning and end of the play
session. The hub was virtually empty and featured a character in a
lab coat (“Doc”) that interviewed the player after they completed
each area. Doc served as an in-game survey, questioning the
player on their affective state. He also led the player through
simple psychological tasks, such as counting the number of
vowels in a sentence or identifying the item in a picture. Such
tasks are frequently used in physiology experiments to bring the
subject's signal levels back to baseline.</p>
      <sec id="sec-13-1">
        <title>We developed the game by implementing the following</title>
        <p>methodology for designing affective experiences. It is an iterative,
theory-driven process consisting of two phases: A) Affective
States Definition and B) Scenario Design and Implementation. At
each step the design is evaluated and tuned based on multiple
iterations of internal experts’ feedback and external testers’
validation (Figure 3). The process draws upon the three primary
design implications of the CAT (Section 2.3): 1) individual
variability, 2) environmental context and 3) sequence of events.</p>
        <p>A) Affective State Definition: In the first phase of the
process, the Circumplex model (see Section 2) is used to
understand and define the affective design space for the game. At
the simplest level, the desired emotions to evoke are simply
represented as regions in activation-valence space, which need to
be sufficiently large to accommodate individual variability.
However, recalling the importance of event sequence, emotions
are best plotted as trajectories across the space. In a normal game,
the story arc will define the trajectory (Figure 4A) and can be
modified as appropriate during this step. For our application, we
wanted emotions that were as unambiguous as possible.
Therefore, for each scenario we chose a single emotion towards
the center of one quadrant (Figure 4B). Each scenario begins after
an interval in the neutral center space, transitions to the target
emotion, gradually increases in intensity to counteract habituation
effects and provide variation, then transitions back to the neutral
center to allow a “cool-down” establish a baseline before the next
scenario and collecting subjective affective assessment using a
five point Likert scale for valence and arousal.</p>
        <p>Expert evaluation: the evaluation stage assures that all
individuals involved in the design process are on the same page
with regard to emotional definitions. Given individual variability,
it’s important that (e.g.) lead designers and level designers share
the same goals. Technical limitations of the game engine also
need to be accounted for at this stage, since a flawed
implementation of an affective state is unlikely to achieve its goal.
In our case, we initially selected eight emotional states spread
over the four quadrants of activation-valence space, then drafted
scenario outlines that targeted each one. The game designers
evaluated the scenarios for development feasibility in terms of
technology and resources available, while the affective
psychologists focused on emotional impact and focus. After
several iterations, four final states were selected: Excitement
(positive valence, high arousal), Calm (positive valence, low
arousal), Sadness (negative valence, low arousal) and Fear
(negative valence, high arousal).</p>
        <p>
          B) Scenario Design and Implementation: in the second
phase of the overall design process, the game is fleshed out based
on the states previously identified. The preliminary outlines from
the previous phase are expanded into storyboards, then used to
construct fully-elaborated scenarios. Appropriate emotional
imagery is specified and incorporated into the narrative and game
environment with the aid of audiovisual elements used by
affective science research: IAPS (International Affective Picture
System) [
          <xref ref-type="bibr" rid="ref42">44</xref>
          ] and IADS (International Affective Digital Sounds)
[
          <xref ref-type="bibr" rid="ref12">14</xref>
          ]. These are large sets of standardized, internationally
accessible photographs and sounds that include contents from a
wide range of semantic categories, developed to provide a set of
normative emotional stimuli for experimental investigation of
emotion. Since emotional imagery is a continuum of experience to
which players will adapt over time, it is important to incorporate
narrative and audiovisual variability.
        </p>
        <p>External evaluation: As the game components and
levels are transformed from storyboards to fully-realized digital
environments, three types of evaluation need to take place. First,
the designers and/or affect psychologists need to verify that the
constructed environments actually convey the correct emotion, at
least for the majority of observers. Only the full, dynamic
environment contains the context and event sequence that
critically contribute to emotional impact. As an example from our
own development process, the team agreed on an initial casino
model based on static screenshots, but an early demonstration
revealed certain subtle textures that detracted from the overall
excitement. The textures were not feasible to replace, so we ended
up changing to a different casino model for the final version. The
second and third types of evaluation are both conducted by
external testers. Playability testing is already familiar to designers,
but is particularly important for an emotion-based game because
technical issues (e.g., unclear tasks or difficult controls) can
frustrate players and completely obliterate any desired emotional
impact. In addition, given individual variability, it’s vital to assess
emotional impact on a number of people as well. Surveys or
physiological measurements can be used; for our scenarios we
employed both. More details on our formative and affective
evaluations will be given in Section 4.1.</p>
        <p>Previous work on emotional design (Section 3.2), as well as
the CAT theory itself, underscore the necessity of a holistic
approach. That is, a game and each contiguous segment within it
must be seen as a whole: ambient sounds, music, light properties,
colors, tasks to be performed, navigation patterns and shapes
collectively contribute to emotion elicitation. The iterative steps
of our design process help ensure that as many of the above
properties as possible are incorporated, and can act in synergy, as
the game is built up from basic emotional states. As mentioned
previously, meeting the requirements imposed by our
experimental research setup meant a certain degree of
compromise, in particular the self-contained scenarios designed to
allow for random shuffling and isolate particular affects.
However, within each scenario we utilized the CAT-based model,
carefully composing the visuals and audio stimuli over time and
integrating them with story elements to achieve the targeted
affective state results. Visual elements can be glimpsed in Figure
2: the Fear Cave is dark and sinister, the Exciting Casino is bright
and active, etc. Audio elements also matched; the Calm Valley
featured slow-paced, relaxing music while the Sad Hotel had a
much darker soundtrack and pattering rain sounds. Dynamic
features were used to counteract adaptation and habituation; for
example, the lighting in the Fear Cave becomes progressively
more saturated and shifts from a yellow orange tint to red, while
the insects progress from large ants to giant scorpions and the
earth progressively shakes and rumbles more and more. Two
narrative examples are the Casino, with the story arc Enter, Get
chip, Play slot machine, Win jackpot, Prizes fall from ceiling, and
the Hotel, with arc Enter, See sad people, Find sick man, Bring
sick man his diary, Discover sick man is dead before he has a
chance to see it.</p>
      </sec>
    </sec>
    <sec id="sec-14">
      <title>5. FORMATIVE AND AFFECTIVE</title>
    </sec>
    <sec id="sec-15">
      <title>EVALUATION</title>
      <p>In order to validate our four scenarios, we performed two
rounds of testing. The first battery of tests (with 3 subjects, two
females, aged 20 and 21 and one male aged 20) was intended as a
formative evaluation to assess usability and playability of the
experience. Testers were recruited among students enrolled in the
Game Design program at Northeastern University. After playing,
they were assessed as to how well they could form a mental map
of the locations and orient themselves in the designed worlds, as
well as whether they could perform the actions required by the
scenario. They were also informally queried on their emotional
impressions. After testing, the design team made several
modifications. For example, the Fear Cave had proved particularly
difficult to navigate due to the dim lighting and slightly
nonintuitive layout, so to avoid disorientation the floor plan was
adjusted and unique light emitters were placed at key junctions.</p>
      <p>
        For the second testing phase, our goal was to assess the
effectiveness of the game at evoking affective responses. As
mentioned above, there is no biological signature of emotions,
though affect is much more reliably measured. Thus we used a
multi-measurement approach, with both psychophysiology and
retrospective verbal reports. While playing the four scenarios
electrodermal activity (EDA) was measured as an index of
arousal. EDA and other physiological signals are often used to
evaluate some aspect of a user’s experience during gameplay [
        <xref ref-type="bibr" rid="ref41 ref45 ref56">43,
47, 58</xref>
        ]. The testers were three subjects (one female/ two male)
from the Interdisciplinary Affect Science Lab at Northeastern
University who were not familiar with the project and had a
variety of experience with video games. The subjects played the
game in the physiology experiment space while their EDA was
recorded. After completing play, they were asked to report their
affective state during the game, questioned about their actions
ingame and asked to describe the atmosphere of each scenario.
      </p>
      <sec id="sec-15-1">
        <title>Although three subjects is too few to provide a reliable</title>
        <p>analysis of EDA data, the qualitative trends were nonetheless
promising: the Fear Cave signals were consistently above
baseline, while the Calm Valley and Sad Hotel were consistently
below. These findings are consistent with our goal of the Fear
Cave eliciting higher arousal and the latter scenario eliciting low
arousal. The Exciting Casino was more variable, probably due to
the fact that two of the three subjects had trouble executing the
scenario task (we have since revised the in-game instructions)
causing the onset of frustration that took precedence over any
other affective state. Individual differences in game play were also
visible in the data; the most striking example was a subject who
accidentally removed the clothes from the dead refugee in the Sad
Hotel and began laughing uncontrollably, yielding an EDA spike
that persisted even after the scenario ended.</p>
        <p>Such examples illustrate that subjects who do not
successfully complete the task at hand are likely to report very
different emotional experiences. They also highlight the fact that
aesthetic features alone are not sufficient to guarantee the desired
affective state. The tasks to be performed and the action
possibilities in each scenario are not just additional elements of
the design that can be treated separately, but are a fundamental
layer of the whole experience. Additionally, the critical
importance of players’ interactions with their environment shows
how game scenarios rather than video or audio stimuli can achieve
deeper emotional impact, an observation of particular interest to
affective scientists who wish to study powerful emotions in the
lab. During the post-play reports, all of the subjects gave
descriptive adjectives that almost exactly matched the
development targets. Thus "scary" or "creepy" were used to
describe the cave, "calm" or "relaxing" were used for the valley,
"exciting" or "fun" the casino, and "depressing" or "sad" the hotel.
Our goal is to use these scenarios in future research, modulating
both the targeted affect and its intensity to explore individual
differences in affective reactivity.</p>
      </sec>
    </sec>
    <sec id="sec-16">
      <title>6. CONCLUSIONS</title>
      <p>In this paper we discussed a theory driven approach to
develop interactive experiences, especially games, which evoke
affective responses from users. In particular, we argue for the
holistic nature of designing emotional experiences, and thus
propose using the CAT as a psychological model of emotions.
The CAT acknowledges that individual differences, situational
context, past experiences, mindset, and sequence of stimuli jointly
influence participants’ affect and behavior. Based on the model
we developed a generalized, systematic process for designing
game scenarios to evoke emotional experiences, and used it to
develop our own research tool. We hope this novel approach
facilitates a new perspective on theory-driven design and leads to
interactive experiences with more varied and vivid emotions
within.</p>
    </sec>
    <sec id="sec-17">
      <title>7. REFERENCES</title>
      <p>[1] Allbeck, J. and Badler, N. (2002). Toward representing agent
behaviors modified by personality and emotion. Embodied
Conversational Agents at AAMAS, 2, 15-19.
[2] Ambinder, M. (2011). Biofeedback in gameplay, GDC vault</p>
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