=Paper= {{Paper |id=Vol-1680/paper5 |storemode=property |title=Eliciting Emotions in Design of Games - a Theory Driven Approach |pdfUrl=https://ceur-ws.org/Vol-1680/paper5.pdf |volume=Vol-1680 |authors=Alessandro Canossa,Jeremy Badler,Magy Seif El-Nasr,Eric Anderson |dblpUrl=https://dblp.org/rec/conf/recsys/CanossaBEA16 }} ==Eliciting Emotions in Design of Games - a Theory Driven Approach== https://ceur-ws.org/Vol-1680/paper5.pdf
  Eliciting Emotions in Design of Games – a Theory Driven
                          Approach
        Alessandro Canossa                                  Jeremy Badler                           Magy Seif El-Nasr
         Northeastern University                        Northeastern University                    Northeastern University
          360 Huntigton Ave.                             360 Huntigton Ave.                         360 Huntigton Ave.
              Boston, MA                                     Boston, MA                                 Boston, MA
 a.canossa@northeastern.edu                                jbadler@ski.org                            m.seifel-
                                                                                                nasr@northeastern.edu
                                                            Eric Anderson
                                                        Northeastern University
                                                         360 Huntigton Ave.
                                                             Boston, MA
                                               ec.anderson@northeastern.edu

ABSTRACT                                                               • Human-centered computing →            Interaction design →
As technology becomes more powerful, computer software and             Interaction design process and methods → Scenario-based design
game designers have ever-expanding tools available to create
immersive, emotional experiences. Until recently, designing
emotional experiences was achieved by veteran designers relying        Keywords
on insights from film theory and intuitions developed through          Emotion elicitation; Affect; Game design; Personalization;
years of practice. We propose another approach: leveraging             Psychology of affect; Conceptual Act Theory.
scientific knowledge of emotions to guide the design process. The
approach can serve as a resource for fledgling designers trying to     1. INTRODUCTION
break into the field, but will hopefully provide a few new insights          Creating emotionally engaging experiences is an important
for veterans as well. In addition, it may interest emotion             goal of game design. Game designers and developers use many
researchers and psychologists looking to expand their stimulus         different design techniques to evoke emotions. The Mechanics,
repertoire. As a necessary underpinning for the design process, we     Dynamics, Aesthetics (MDA) model, for example, advocates for
will discuss several theoretical psychological models of emotions.     the development of mechanics (game rules) that lead to game
Classical theories largely treat emotions as basic, universal states   dynamics (game systems) that achieve aesthetic goals. The goals
that are invariantly evoked by specific stimuli. While intuitive and   are defined as states that include: sensation (games as sense-
popular, these theories are not well supported by current evidence.    pleasure), fantasy (game as make-believe), narrative (game as
In contrast, a psychological constructionist theory, called the        drama), challenge (game as obstacle course), fellowship (game as
Conceptual Act Theory [6] proposes that emotions are constructed       social framework), discovery (game as uncharted territory),
when conceptual knowledge is applied to ever changing affective        expression (game as self-discovery) and submission (game as
experiences. The CAT proposes that emotional states can exhibit        pastime) [74]. Several game design authors have proposed
strong variation across instances and individuals due to               principles that describe the role of visual design, environment
differences in situational factors, learning histories and cultural    design and other physical properties of games and how they
backgrounds. This theory better fits available data, and also          change over time as a way to evoke affect and a general sense of
provides a framework for modeling emotional changes that vary          pleasure [75, 76]. The use of writing techniques to develop
by situation, person, and culture. The CAT also fits better with the   character and narrative in games that have emotional impact has
game design process, since it treats users holistically as             received attention as well [28]. There have also been several
individuals. During the course of a game, similar to real life,        works discussing the development of reward systems to encourage
emotions emerge from evaluations of situations and can therefore       player achievement, competition or collaboration as a way to
not be deterministically dictated by a single stimulus. Using the      evoke emotions and sustain engagement (e.g. [78]). Virtual
CAT framework, we developed a process to create affective              environment researchers have also acknowledged the potential
digital game scenarios. Our goal is to give game designers, a          and utility of adopting psychological theories of affect and
scientific framework to better guide the design process.               emotions. One area where emotion theory has been used is in
                                                                       developing computational models of emotion elicitation for
CCS Concepts                                                           creating believable characters. Examples of this work include the
                                                                       Oz project, where the research group used scientific "appraisal"
                                                                       models of emotions [79] to develop expressive believable agents
                                                                       that can inhabit a virtual narrative world [50].
                                                                            However, top designers see the game experience holistically.
                                                                       Thus the process of evoking emotions arises not just from
                                                                       characters that are expressive or believable, but from the complex
 EMPIRE 2016, September 16, 2016, Boston, MA, USA.                     interaction of all game elements: lighting, movement, sequences
 Copyright held by the author(s).                                      of events and user choices, and from the overall feel of the
eenvironment [770].This necessitates a different kind of theoory to          witthin a culture have varied emotional livees [8]. Whilee a
gguide the desiign process – an approach that treats thee user               commplete review of this researcch is beyond the scope of this t
eexperience as a whole ratherr than as separrate componennts (as             chaapter, interestedd readers can coonsult Barrett et al. [9].
cclassical theoriees of emotion ddo). The formal research cited aabove
iis in many waays the exceptioon; more oftenn than not, desiigners                 Another wayy of characteriziing emotional sttates is in termss of
ddevelop techniqques and makee choices basedd on their experrience           theeir underlying affective dimennsions. Two im     mportant affecttive
aand intuitions. Experience annd intuition aree difficult to codify.         dimmensions are vaalence, the degree of pleasure oor displeasure, and
                                                                                                                                                a
TThus we pose thhe question: can a psychologiccal theory of em    motion     acttivation, the deggree of arousal [7, 8, 65, 67]. Together, valennce
bbe used in thee game designn process to ennhance the plaayers’              andd activation forrm a unified aff
                                                                                                               ffective state (Figure 1). Affecct is
eemotional expeerience in a gaame? If so, hoow, and what is an               groounded in the phhysical fluctuattions of the boddy: somatovisceeral,
ooptimal emotioon theory for thhis purpose? We    W propose that the         kinnesthetic, proprrioceptive, and neurochemical [7, 59]. Affectt is
CConceptual Acct Theory [6]] can be useefully employeed by                   also a central feature in many psychologgical phenomeena,
ddesigners. Takiing a holistic view, the theoory builds on strong  s         inccluding emotionn [7, 8, 20, 65], anticipating thhe future [31, 332],
eevidence that em  motions are nott hardwired or invariant
                                                  i         entitiees that   psyychopathology [18, 19], andd morality [366, 38]. Affecttive
ccan be triggereed by specific stimuli. Ratherr, the CAT prooposes           chaanges are cruccial to the connscious experience of the woorld
tthat emotional instances are nnewly created eeach time they occur           aroound us [24]. PPeople in all cuultures around tthe world seem m to
ffrom the sum oof all stimuli, anda vary as a person’s internall (i.e.,      havve affective exxperiences [53].. Unlike emotioons, affect can be
tthe person’s bbodily state) annd external coontext changes. The             cleearly measured in the facial exxpressions [16], in the voice [666],
iinstances also vvary across indiividuals who haave different em motion      andd in the peripheeral nervous sysstem [15, 16]. A As a consequennce,
cconcepts, learnning histories aand cultural baackgrounds. Wee first         afffect can be thouught of as a neeurophysiologicc barometer of the
ooutline differennt psychologiccal theories off emotion and their            inddividual’s relatiionship to an environment
                                                                                                                e              att a given pointt in
llimitations. W We then descrribe in moree detail the CAT,                   tim
                                                                               me, with self-repported feelings as
                                                                                                                a the barometeer readings.
eemphasizing inn particular featuures of the theoory that are critiical to
oour game desiggn and iterative tuning process,, and describingg how
tthe theory is different from    m others currenntly used by game
rresearchers. Seccond, we review  w previous worrk in creating gaaming
eexperiences usiing emotions. T   Third, we descrribe a design prrocess
ffrom concept inception to reaalization, througgh the examplee of a
ggame created for research ppurposes. We conclude the paper
bbriefly discussing our evaluaation of the ggame’s usabilityy and
pplayability as well as descrribing an initial study wherre we
ccompare the seelf-reported andd peripheral phyysiological respponses
oof the initial poool of subjects. Last, we discusss our contributtion to
tthe game desiggn process, as well as the efffectiveness of a new
ttheory of emootions that has not previouslyy been used iin the              Figgure 1. Circum
                                                                                             mplex model of affect.
ddomain of affecctive computingg. We believe thhe paper will prrovide
ppromising evideence of the utiliity of the approaach, which mayy open
                                                                             2.22 Concepttual Act Moodel
nnew research diirections in the design of emotiional experiencees.                Using affect as its foundatioon, the CAT [6]] hypothesizes tthat
                                                                             afffective experiennce becomes a ‘real’ emotion (fear, anger, eetc.)
22. THEORRETICAL FOUNDAT
                     F    TION –                                             whhen categorizedd as such using the emotion cooncept knowleddge
                                                                             of a perceiver. Thhese concepts hhave been learned from languaage,
PPSYCHOL LOGICAL THEORY OF                                                   soccialization, and other cultural artifacts withinn the person’s dday-
EEMOTION NS AND AF  FFECT                                                    to-day experiencee. The process of combining incoming sensory
                                                                             inpput (from the bbody and from the surroundinngs) with learnned,
22.1 Emotioons and Aff
                    ffect                                                    cattegory knowleddge within the pperceiver’s braiin is a normal ppart
       A commonnly held view oof emotions is tthat there existss a set
                                                                             of what it meanns to be consscious. This cconceptualizing is
oof discrete, innnate and universsal emotional sttates [25, 26, 41, 42,
                                                                             insstantaneous, onngoing, obligatoory, and autom   matic (meaningg, a
445, 63]. This seet of emotions is often referredd to by such Ennglish
                                                                             perrson will normaally not have a sense of agencyy, effort or conttrol
wwords as angerr, sadness, andd fear, and are viewed as a nnatural
                                                                             in constructing ann emotion). Coonceptualizing is rarely due too a
kkind [6]. Whenn boiled down to their fundaamental assumpptions,
                                                                             delliberate, conscioous goal to figuure things out. Thus to a persson,
bbasic emotion m  models make uup the dominantt scientific paraadigm
                                                                             emmotions feel likke they just happpen. The CAT emphasizes the
iin the psychoological studyy of emotion.. Different m           models
                                                                             impportance of sittuations. The coonceptual systeem for emotionn is
eemphasize diffeerent parts of thhe process. For instance, one ffamily
                                                                             connstituted out off past experiencce, and past expperience is larggely
oof theories calleed "appraisal models", focus onn the set of neceessary
                                                                             struuctured by peoople within a cultural contexxt. Therefore, the
eevents that triigger emotionss [30, 37]. O     Once an emotion is
                                                                             voccabulary of emootion categoriess that is developped, as well as the
ttriggered, the prresumed result is an automatedd set of synchroonized
                                                                             poppulation of innstances withinn each categoory are culturaally
cchanges in respponse systems thhat produce thee signature emootional
                                                                             relative. Such pproperties inteegrate the CAT     C       with soccial
rresponse. This vview predicts thhat the experiennce and perceptiion of
                                                                             connstruction apprroaches, positinng that interpersonal situatioons
eemotions are fairly universaal, so little vvariability withhin or
                                                                             “affford” certain emotions (or certain varietiees of an emottion
bbetween peoplee would be obbserved. While intuitive, the ''basic'
                                                                             cattegory). As a result, in the CATT emotions (likee all mental stattes)
eemotion view iis not well suppported by the data, variability is the
                                                                             aree not assumed to be Platonic, physical typees, but instead are
rrule rather than the exception. Quantitative revviews of the ressearch
                                                                             treated as abstractt, conceptual caategories that aare populated wwith
hhave failed to fi
                 find signatures oof emotions in thhe body [16] orr brain
                                                                             varriable instances optimized for a particular situation or contextt.
 [48]. Additionnally, evidencee is emergingg that people from
ddifferent culturres perceive em motions differenntly [29] and ppeople
     According to the CAT ,there are at least five sources for the          models do not implement discrete emotional categories, but rather
variations that occur in emotional episodes: (1) the behavioral             treat emotions as continuous variables (i.e. affect; see Figure 1).
adaptations that serve as initial, affective predictions about how to       For example, WASABI [11] defines different emotions as ranges
best act in a particular situation (e.g., it is possible to freeze, flee,   in arousal-valence-dominance space, appraises the current
fight or faint during fear), (2) the concepts that develop for              situation in the same space, and uses the distance between the two
emotion, (3) the vocabulary used for emotions, (4) the variation in         to calculate a likelihood of a given facial expression. Anatomical
the types of situations that arise in different cultures, and (5)           models [4] are built from the ground up based on neuroanatomical
stochastic processes. As a result, there is variation within emotion        data and processes. As such, they tend to be focused on a single
categories, both within individuals and across people and cultures.         emotion (e.g., fear) and have received only limited attention from
Not everyone will experience the same emotion to the same                   the computational community. Finally, rational models are in
stimulus, and even the same stimulus/person pairing can create              many ways the opposite of anatomical, eschewing psychology
different emotions at two different times.                                  almost entirely in favor of a pure artificial-intelligence approach.
                                                                            A good example is Scheutz and Sloman [68], who use the simple
2.3 Utility of the Conceptual Act Model to the                              affect “hunger” to modify the behavior of intelligent, sensing
game design process                                                         agents in a world populated by other agents, food and various
     Modern games contain complex, dynamic worlds that are                  lethal entities.
well-suited to the application of the CAT for creating emotional                  Computational models of emotions are often put to use in the
experiences. Several key features of the CAT model are                      broader context of believable characters. Indeed, if computer-
particularly relevant for game design:                                      controlled agents are ever to appear “human”, their ability to
     1) There is variability in how people will respond to stimuli.         realistically express emotion is almost a requirement [10]. Once
This can be due to participants’ past experiences, or contextual            an agent has selected the appropriate emotion via an affective
elements present in the situation that can be interpreted differently       model, the agent needs to behave accordingly. An agent's
by different participants.                                                  emotional state can be conveyed visually by head position and
                                                                            facial expression [5, 22, 23] as well as body posture and
    2) The context is critical for the experience users will have.          movement [1, 3, 17, 60, 61]. The link to cognitively-driven
A snake may elicit fear in one context, but amusement in another.           behavior was recognized and exploited early on by the Oz project
    3) The sequence of events that lead to a specific situation is          [72, 73], which developed an expressive artificial intelligence
important when developing an emotional scenario.                            informed by emotional state. More recently, Hudlicka and
                                                                            colleagues [39, 40] modeled affect-induced changes in cognition,
     A user’s response is not solely determined by current                  such as an increased threat response if the agent is anxious. Many
conditions; it is also influenced by the preceding sequence of              of the researchers computationally modeling emotions use
events. This is an important element of game design. Designers              appraisal theory as a theoretical foundation for good reason.
often use a “beat chart" to signify the sequencing of events or             Appraisal theories focus on emotion elicitation - exactly what the
beats (single units of action) and their effect on the participant as       researchers are attempting to model. For designers, such projects
they go through an experience. Using these three constructs, we             are interesting but leave out an important element: the actual
will discuss in Section 4 a framework to guide the design process           experience of an emotion. Games seek to provide a holistic
and show how these ideas can aid in developing and designing                experience to the player, and since the above models do not
emotionally engaging scenarios. First, however, we briefly review           include subjective experience they are of limited use to designers.
current theory on designing for emotions.                                   Many game designers have therefore abandoned the use of
                                                                            emotion theory and instead adopted an alternative approach, either
3. PREVIOUS WORK ON EMOTIONS IN                                             (a) creative methods that borrow techniques from other disciplines
DESIGN                                                                      (e.g., film theory) and rely heavily on intuition, or (b) a more
                                                                            scientific approach where the design is still creative, but is tuned
3.1 Computational Models of Emotions                                        through the iterative process of testing, evaluating outcomes and
     Computer scientists have attempted to model how emotions               modifying game variables as needed [2, 55, 54].
are elicited by modeling them using digital environments.
Marsella, Gratch and Petta [51] summarized several                          3.2 Creating Emotions in Interactive
computational models of emotions. Most of these models use
classical appraisal theories as the theoretical foundation, with the
                                                                            Experiences
                                                                                  Artists, designers, directors and other content creators often
goal of developing 'emotional' virtual characters used in games
                                                                            seek to evoke or manipulate the emotions of those who experience
and simulation. Computationally-based appraisal models assess
                                                                            their work. They are interested in the holistic experience of the
events in the surrounding environment, compare them to an
                                                                            user. Many design techniques were documented in the 1960s and
internal belief system, and change their emotional state
                                                                            70s, with the rise of film theory as an academic discipline. In
accordingly. For example, the EDA model [33, 35] parameterizes
                                                                            films and television [13] as well as advertising [64], visual
external events in terms of desirability and likelihood of
                                                                            scenery and ambient light and color play a particularly important
happening, which are then used to map to specific emotions. For
                                                                            role. For example, according to Western cultural norms the color
example, positive desirability with likelihood < 1 yields hope,
                                                                            red often evokes violence or passion, while blue is methodical and
while negative desirability with likelihood = 1 yields distress. A
                                                                            cold [12]. Games are no exception [62], and may be even more
good example of customized internal beliefs is the bully agent in
                                                                            effective conductors of emotion since they provide levels of
the FearNot! system [21], which interprets as desirable another
                                                                            control and immersion that are impossible using classic
agent having fallen on the floor and crying (having been pushed
                                                                            techniques [34, 56, 69]. One study [27] asked participants to
by the bully); accordingly, a gloating response is produced.
                                                                            navigate through versions of a virtual environment that differed
Besides appraisal models, three other categories of affective
                                                                            only in some visual dimension (color, saturation, brightness or
modeling are dimensional, anatomical and rational. Dimensional
ccontrast). It fouund a measuraable effect on pphysiological siignals         earrthquakes. Playyers were instrructed to retrieeve a shovel and
                                                                                                                                            a
ssuch as heart raate and body temmperature. Asidde from visuals, other        esccape the cave.
ssensory stimuli such as music and sound [58] and even scennt and             •           The Callm Valley (Figgure 2B) was a peaceful, natuural
vvibration [56, 669] can also enhhance the gamepplay experience..             areea with trees, fflowers and a lake. Players w     were instructedd to
       Optimizingg a user’s sennsory experiencce is not suffiicient,          retrrieve a flower aand place it in thhe middle of thee pond.
hhowever – theree are also the unnderlying storyy and gameplay itself.        •          The Excciting Casino (F Figure 2C) had upbeat music anda
TThere are manny narrative tecchniques that increase the plaayer’s            maany lively charaacters. Players w
                                                                                                                were instructed to pick up a luccky
eemotional connnection to thee story, such as creating ddeeper                chiip and play a sslot machine thhat caused prizees to fall from the
rrelationships wwith one or moore non-playerr characters (N     NPCs),        ceiiling and non-pllayer characterss to cheer.
iincluding intereesting and multiilayered plot eleements, and alloowing
tthe player to innfluence the stoory arc [28]. EEven simple, scripted         •          The Sadd Hotel (Figure 2D) was a run--down and som    mber
pplot elements aare sufficient too evoke emotioons like joy or anger          interior. Players were
                                                                                                w    instructed to fulfill the last wish of a dyying
 [71]. NPCs witth emotional deepth can be im    mplemented usinng the         maan.
aaffective compputing methodds surveyed eaarlier (section 3.1).                     The rest areaa was the Hub (Figure 2E), aappearing betweeen
TTechnical agenncy, such as giving players controlc       of the game         eacch scenario as well as at thee beginning andd end of the pplay
ccamera, is critical for avoidinng frustration inn certain gamess [52].       sesssion. The hub wasw virtually em  mpty and featurred a character iin a
EEven subtle diistinctions are important: Leiino [46] arguess that            labb coat (“Doc”) tthat interviewedd the player aftter they compleeted
pplayers are morre likely to expeerience emotionns from game coontent         eacch area. Doc served
                                                                                                   s       as an iin-game surveyy, questioning the
tthat is integral to play (“undeeniable”) than ppurely superficcial or        plaayer on their affective
                                                                                                  a          state. He also led thhe player throuugh
aaesthetic (“denniable”). Finallyy, the experiencce of players ccan be        sim
                                                                                mple psychologgical tasks, such as countingg the number of
aaltered even beffore they start tthe game, by priiming them to eexpect       vow wels in a senteence or identifyying the item in i a picture. Suuch
a fun or seriouss simulation for example [49].                                tasks are frequenttly used in phyysiology experim   ments to bring the
                                                                              subbject's signal levvels back to basseline.
      Overall, itt’s necessary to view a gam   me as a gestalt,, with
vvisuals and othher stimuli, naarrative, mechaanics, characterrs and
ccontext all worrking in synerggy to maximizee the intensity of   o the
uuser experiencce [56, 57, 69]. Much of the previous work
aadmirably attemmpts to codify thhe intuitions off designers, but iis still
nnot driven by ppsychological thheory. This is ppartly due to thhe fact
tthat for designners, most theorries have focussed on stimuluus and
rresponse whilee omitting useer experience. Furthermore, many
ppsychological theories have assumed that a specific stim         mulus
iinvariantly causses a specific eemotion in all ppeople. This isnn't the
ccase - as designners intuitively know. Becausee CAT does nott have
tthe same limittations it can be used to infform design, aas we
ddemonstrate in the next sectionn.

44. NEW DESIGN
        D      AP
                PPROACH
                      H USING CA
                               AT
       We now describe a genneral method fo      for applying innsights
ffrom the CAT to the creativve design proceess. To illustratte the
mmethod, we conncurrently descrribe how we appplied it to deveelop a
sshort video gaame that had the explicit purpose  p         of evvoking
ddifferent, robusst affective expperiences in plaayers. The gamee was         Figgure 2. The fivee scenarios of the
                                                                                                                t emotion-evvoking game.
ppart of a larger project to studdy individual diffferences in affe
                                                                 fective             We developed the game by implementiing the follow          wing
eexperience andd was developedd jointly by afffective scientistts and         meethodology for ddesigning affecttive experiencess. It is an iteratiive,
vvideo game reesearchers. Thee game was coonstructed usinng the               theeory-driven proocess consistingg of two phasses: A) Affecttive
eengine, assets and
                  a editing toools provided byy Fallout New Vegas V           Staates Definition aand B) Scenarioo Design and Im mplementation. At
((Bethesda Softw  works). It conssisted of four sccenarios designned to       eacch step the dessign is evaluateed and tuned based
                                                                                                                                 b       on multiiple
eelicit different affective statees, along with a recurring nneutral          iterrations of inteernal experts’ feedback and external testeers’
sspace designed to allow playerrs to return to a relatively quieescent        vallidation (Figuree 3). The proceess draws upon the three prim   mary
sstate. The four affective states were chosen too sample the diffferent       dessign implicatioons of the CA  AT (Section 2..3): 1) individdual
qquadrants of thhe affective ciircumplex (see Figure 1). Sppecific            varriability, 2) environmental conttext and 3) sequuence of events..
eemotions withinn each quadrantt were chosen as  a target emotions for
eelicitation. Eachh scenario incluuded a task for the
                                                  t player to peerform
aand included timing constrainnts to make the game suitable under
rrestrictive expeerimental condittions (e.g., fMRRI). Navigation paths
aand player speed were tuneed so that eacch scenario toook a
mminimum of 900 seconds to coomplete, and a three t     minute timmeout
pprovided an uppper bound in case the player ddid not compleete the
ttask. The four sscenarios were:
•        The Fear Cave (F Figure 2A) waas a dark, omminous
eenvironment with
             w    threateninng giant inseects and rum
                                                    mbling
FFigure 3. Iterative process for affective sstate definition
                                                           n and             afffective science research: IAPS S (International Affective Pictture
sscenario design
               n, implementattion and tuningg.                               System) [44] andd IADS (Internaational Affectivve Digital Sounnds)
                                                                             [144]. These are large sets of     o standardized, internationaally
AA)         Affecttive State Defi finition: In thee first phase oof the      acccessible photoggraphs and sounnds that includde contents from  m a
pprocess, the C  Circumplex moodel (see Secttion 2) is useed to              widde range of semmantic categoriees, developed tto provide a sett of
uunderstand andd define the affeective design sppace for the gam me. At      norrmative emotioonal stimuli foor experimentall investigation of
tthe simplest leevel, the desireed emotions too evoke are simply             em
                                                                              motion. Since em motional imagerry is a continuum m of experiencee to
rrepresented as rregions in activvation-valence space,
                                                   s      which neeed to     whhich players willl adapt over timme, it is importtant to incorporrate
bbe sufficientlyy large to acccommodate inndividual variabbility.            narrrative and audiiovisual variabillity.
HHowever, recallling the imporrtance of event sequence, emootions
aare best plottedd as trajectories across the spacce. In a normal ggame,                 External evaluation: As the game components and            a
tthe story arc will
                 w define the trajectory (Figgure 4A) and can be             levvels are transformed from storryboards to fullly-realized diggital
mmodified as apppropriate during this step. Forr our applicatioon, we        envvironments, thrree types of evaaluation need too take place. Fiirst,
wwanted emotioons that were as unambigguous as posssible.                    thee designers andd/or affect psycchologists need to verify that the
TTherefore, for each scenario we   w chose a single emotion tow    wards     connstructed enviroonments actuallly convey the ccorrect emotionn, at
tthe center of onne quadrant (Figgure 4B). Each scenario beginss after       leaast for the maajority of obseervers. Only tthe full, dynam          mic
aan interval in the neutral cennter space, trannsitions to the target        envvironment conntains the conntext and evennt sequence tthat
eemotion, gradually increases inn intensity to coounteract habituuation      crittically contribuute to emotionall impact. As an example from our
eeffects and provide variation, then transitions back to the nneutral        owwn developmentt process, the team    t     agreed onn an initial cassino
ccenter to allow a “cool-down” establish a basseline before thee next        moodel based on static screenshhots, but an eaarly demonstrattion
sscenario and collecting
                 c           subjeective affective assessment ussing a       revvealed certain ssubtle textures that detracted from the overrall
ffive point Likerrt scale for valennce and arousall.                         exccitement. The teextures were noot feasible to repplace, so we endded
                                                                             up changing to a ddifferent casinoo model for the final version. T     The
                                                                             seccond and thirdd types of evaaluation are booth conducted by
                                                                             extternal testers. Pllayability testinng is already fam
                                                                                                                                   miliar to designeers,
                                                                             butt is particularlyy important for an emotion-baased game becaause
                                                                             tecchnical issues (e.g., unclear tasks or difficcult controls) ccan
                                                                             fruustrate players aand completely obliterate any desired emotioonal
                                                                             imppact. In additionn, given individdual variability, it’s vital to asssess
                                                                             em
                                                                              motional impactt on a numberr of people as well. Surveys or
                                                                             phyysiological meaasurements cann be used; for our scenarios we
                                                                             em
                                                                              mployed both. More details oon our formattive and affecttive
                                                                             evaaluations will bee given in Sectiion 4.1.
                                                                                   Previous worrk on emotionaal design (Sectioon 3.2), as welll as
FFigure 4. Trajjectories in acctivation-valence space developed
                                                                             thee CAT theory itself, undersccore the necessity of a holisstic
dduring the Afffective State D Definition phasee. A, a typical story
                                                                             appproach. That is,, a game and eaach contiguous segment withinn it
aarc: 1-expositiion, 2-crisis, 3--climax followeed by resolutioon, 4-
                                                                             muust be seen as a whole: ambiennt sounds, music, light propertiies,
ddenouement. B,B the first halff of our affect ggame: 1-hub, 33-fear
                                                                             collors, tasks to bbe performed, navigation pattterns and shap      apes
ccave, 6-calm valley, 2,4,5,7-trransitions. Reppresentations oof our
                                                                             colllectively contriibute to emotioon elicitation. T The iterative steps
ffour affect targgets are also in
                                ndicated.
                                                                             of our design process help enssure that as many of the aboove
           Experrt evaluation: tthe evaluation sstage assures thhat all      prooperties as posssible are incorpoorated, and cann act in synergy,, as
iindividuals invoolved in the deesign process arre on the samee page         thee game is built up from basicc emotional stattes. As mentionned
wwith regard to eemotional definnitions. Given inndividual variabbility,     preeviously, meeeting the reqquirements im          mposed by our
iit’s important tthat (e.g.) lead designers and level
                                                   l     designers share     expperimental ressearch setup meant a ceertain degree of
tthe same goalss. Technical lim    mitations of thhe game enginee also       com mpromise, in paarticular the sellf-contained sceenarios designedd to
nneed to be aaccounted for at this stagge, since a flawed         fl         alloow for randoom shuffling and isolate pparticular affeccts.
iimplementationn of an affectivee state is unlikelly to achieve itss goal.   Hoowever, within each
                                                                                                 e     scenario w
                                                                                                                we utilized the C CAT-based moddel,
IIn our case, we
               w initially seleected eight emootional states sspread         carrefully composiing the visuals and audio stim   muli over time anda
oover the four quadrants
                 q          of acttivation-valencee space, then ddrafted     integrating them with story elements to achhieve the targeeted
sscenario outlinnes that targeteed each one. T    The game desiigners        afffective state results. Visual eleements can be gglimpsed in Figgure
eevaluated the scenarios
                 s           for ddevelopment feaasibility in term ms of     2: tthe Fear Cave iis dark and sinisster, the Excitinng Casino is briight
ttechnology annd resources available, while     w         the affefective    andd active, etc. AAudio elements also matched;; the Calm Vallley
ppsychologists ffocused on em     motional impacct and focus. After          feaatured slow-pacced, relaxing music
                                                                                                                m       while thee Sad Hotel hadd a
sseveral iteratioons, four final states were sselected: Exciteement          muuch darker souundtrack and ppattering rain sounds. Dynam           mic
((positive valennce, high aroussal), Calm (poositive valence, low            feaatures were useed to counteract adaptation annd habituation; for
aarousal), Sadnness (negative valence, low arousal) and Fear                 exaample, the lighhting in the Feear Cave becom      mes progressivvely
((negative valennce, high arousall).                                         moore saturated annd shifts from a yellow orangee tint to red, whhile
BB)        Scenaario Design annd Implementaation: in the seecond             thee insects progreess from large ants to giant scorpions and the
pphase of the ovverall design proocess, the gamee is fleshed out based       earrth progressively shakes and rumbles moree and more. T          Two
oon the states prreviously identiified. The prelim
                                                 minary outliness from       narrrative examplees are the Casinno, with the stoory arc Enter, Get G
tthe previous phhase are expannded into storybboards, then ussed to          chiip, Play slot maachine, Win jackkpot, Prizes falll from ceiling, and
                                                                                                                                                  a
cconstruct fullyy-elaborated sscenarios. Apppropriate emootional             thee Hotel, with arrc Enter, See sad people, Findd sick man, Brring
iimagery is speccified and incorrporated into thee narrative and game        sicck man his diarry, Discover sick man is deadd before he haas a
eenvironment with
                w      the aid ofo audiovisual elements useed by             chaance to see it.
5. FORMATIVE AND AFFECTIVE                                             lab. During the post-play reports, all of the subjects gave
                                                                       descriptive adjectives that almost exactly matched the
EVALUATION                                                             development targets. Thus "scary" or "creepy" were used to
      In order to validate our four scenarios, we performed two        describe the cave, "calm" or "relaxing" were used for the valley,
rounds of testing. The first battery of tests (with 3 subjects, two    "exciting" or "fun" the casino, and "depressing" or "sad" the hotel.
females, aged 20 and 21 and one male aged 20) was intended as a        Our goal is to use these scenarios in future research, modulating
formative evaluation to assess usability and playability of the        both the targeted affect and its intensity to explore individual
experience. Testers were recruited among students enrolled in the      differences in affective reactivity.
Game Design program at Northeastern University. After playing,
they were assessed as to how well they could form a mental map         6. CONCLUSIONS
of the locations and orient themselves in the designed worlds, as            In this paper we discussed a theory driven approach to
well as whether they could perform the actions required by the         develop interactive experiences, especially games, which evoke
scenario. They were also informally queried on their emotional         affective responses from users. In particular, we argue for the
impressions. After testing, the design team made several               holistic nature of designing emotional experiences, and thus
modifications. For example, the Fear Cave had proved particularly      propose using the CAT as a psychological model of emotions.
difficult to navigate due to the dim lighting and slightly non-        The CAT acknowledges that individual differences, situational
intuitive layout, so to avoid disorientation the floor plan was        context, past experiences, mindset, and sequence of stimuli jointly
adjusted and unique light emitters were placed at key junctions.       influence participants’ affect and behavior. Based on the model
     For the second testing phase, our goal was to assess the          we developed a generalized, systematic process for designing
effectiveness of the game at evoking affective responses. As           game scenarios to evoke emotional experiences, and used it to
mentioned above, there is no biological signature of emotions,         develop our own research tool. We hope this novel approach
though affect is much more reliably measured. Thus we used a           facilitates a new perspective on theory-driven design and leads to
multi-measurement approach, with both psychophysiology and             interactive experiences with more varied and vivid emotions
retrospective verbal reports. While playing the four scenarios         within.
electrodermal activity (EDA) was measured as an index of
arousal. EDA and other physiological signals are often used to
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