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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Initial Study on Human Emotional States in Video Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Javier Torregrosa</string-name>
          <email>francisco.torregrosa@uam.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Raquel Menendez-Ferreira</string-name>
          <email>raquel.menendez@inv.uam.es</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Raul Lara-Cabrera</string-name>
          <email>raul.lara@uam.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pei-Chun Shih</string-name>
          <email>chun.shih@uam.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Camacho</string-name>
          <email>david.camacho@uam.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Biological and Health Psychology Department. Universidad Autonoma.</institution>
          <addr-line>Madrid 28049, Spain, pei</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Computer Science Department Universidad Autonoma</institution>
          ,
          <addr-line>Madrid 2849</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Teacher Training and Education Faculty. Universidad Autonoma.</institution>
          <addr-line>Madrid 28049</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Nowadays, playing video games has become more than an entertainment element in our everyday life. From education, sport, marketing or clinical practice to aerospace, the video games industry has a relevant role in our society as element of entertainment, learning and social interaction. Due to that importance, the e orts to improve visual realism and games mechanics have grown considerably during last decades. However, the emotional and narrative aspect is not deeply analyzed yet, creating a knowledge gap about their usefulness on the user engagement. Aware of the importance of the emotional states of the player in the their performance when are playing, we present an experimental methodology to analyze and measure the in uence of emotional states in the game performance and nal user experience. This methodology will consist on the induction of di erent emotional states to an experimental group and, immediately after, they will play a video game. While the player is using the video game, his/her performance metrics will be extracted and saved on the computer, translating them into numerical data. This data will be used lately to look after statistical di erences between the di erent conditions. This paper provides a complete description of the methodology used to understand how emotions are related to the performance and opinion of a group of users.</p>
      </abstract>
      <kwd-group>
        <kwd>A ective gaming</kwd>
        <kwd>Video games</kwd>
        <kwd>Emotion</kwd>
        <kwd>Psychology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        games go further from entertainment, as it is usually considered a new art form,
and a powerful technology for human being interaction. Even though their short
existence (it's commonly accepted that this industry started in 1980), video
games are currently a trending technology which only in 2016 [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] was used by
2.2 billion people around the world. Nowadays, they are present in almost every
person's life, specially in western countries, due to its versatility and high demand
from society. These products are constantly involved in more daily activities,
such as learning and education [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], sports [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], clinical practice [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], training [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ],
marketing [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], or aerospace [22], among others.
      </p>
      <p>The rst decades of this industry were focused on improving the graphic
quality, the mechanics, as well as the character aspect and other physical elements
of the game. The development of the gaming engines, which facilitates the creation
of a game (providing with a software base which reduces the time of software
development and testing) [20], represented a critical point in the trend history of
video games. This critical point made possible the creation of video games with
a more realistic appearance.</p>
      <p>
        The graphic and games mechanics improvement that video games have
experienced, have usually originated a gap between the a ective and social realism of
game interactions, and the players [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. However, these social and human
interactions play an important role during the gaming process, to allow the generation
of positive emotions that will be directly related to the activity engagement of
the players [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. This led video game companies and their associated research
groups to start working on assessing how the emotions seem to be related with
the player general satisfaction with the game [24]. The aim of this research eld
is to understand how the emotions of the player are related to the game features,
and also to understand how that emotions have an impact (positive or negative)
on his/her engagement and performance with it.
      </p>
      <p>Here we present an experimental methodology to to measure how varied
emotional states of the player a ects his/her performance when playing a game,
and also how this performance and emotional states are related to the user
experience.</p>
      <p>The rest of the paper has been structured as follows: Section 2 provides a
description on how the emotion has been traditionally studied in video games
contexts. Section 3 explains what A ective Games are, providing the theoretical
context where the supporting methodology will be presented. Section 4 presentes
the hypothesis which will be tested with the methodology. Section 5 describes
the methodology proposed in this work for a future research related with a basic
approach to an emotion research in video games. Finally, section 6 provides a
nal conclusion for this proposal.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Emotion relevance in video games</title>
      <p>
        Although the main objective of video games is the entertainment, their design
is carefully focused on engaging the player into the \gameplay" [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This design
is conducted taking into account several strategies to maintain the attention of
the player. There are plenty of these strategies (focused on narrative, rewards,
dynamics, cooperation vs competition, etc.), and they all have something in
common: they are increasingly studied from a cognitive science perspective.
These sciences (specially psychology), which were focused until recent years in
analyzing the consequences of video game playing [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], are currently changing
their focus to in-game variables and the behavioral impact before, during and
after the play [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Here is where the emotion research appears to have a critical role.
      </p>
      <p>
        As the psychological research in video games has evolved, there have appeared
two di erent ways of taking into account the emotions in a video game context [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]:
{ Emotions as a "side e ect": the emotion is not important, as long as
the individual enjoys the game. The e orts are not focused on providing any
emotion, but on avoiding frustration and generating success sensations on
the player.
{ Emotions as an engagement tool: the emotion is a critical point, as
it controls the player engagement with the game. This approach can also
be divided in two approaches: the emotion observed as an open loop (it
is not necessary for the computer or console to analyze the emotion) and
the emotion observed as a close loop (the computer or console analyzes the
emotions and adapts to it).
      </p>
      <p>
        As Johnson and Whiles defend, \if a game does not generate positive emotions
in the user it is unlikely to succeed" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The key motivating factor for a video
game player is to experience general positive emotions. There are, of course,
several strategies to generate these positive emotions (depending on the person,
the genre of the game, the motivation of the player, etc.), but the aim of all of
them is to generate a positive emotional feedback.
      </p>
      <p>
        Following this idea, and focusing on the close loop approach, we nd a proposal
which is inherited from A ective Computing [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], a discipline which develops
the computer capacities of relating, arising or in uencing emotions. As part of
the introduction of the scienti c study of emotion in the computer science world,
it has also be applied to the speci c video games industry on the last years.
Thus, the emotion research in video games, combined with the current techniques
derived from A ective Computing, arises a new discipline: A ective Games.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>A ective Games</title>
      <p>
        As a sub eld within A ective Computing, A ective Games represents an e ort
to adapt the video games to the user's emotional state, both screening these
emotions and replaying them with changes in the dynamics of the game [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Once the player feels an emotion, the video game retrieves this information from
di erent extracting sources, and adapts itself to generate a positive emotion on
the user.
      </p>
      <p>Player expresses</p>
      <p>emotions
Player's game
experience
improved</p>
      <p>System detects
and adds emotions</p>
      <p>to the game
Gameplay adaption
according to</p>
      <p>emotions
{ The extraction of the user information, normally using physiological
measurements, external (i.e. body position, button pressure) and internal
(i.e. number of enemies defeated in the game) behavioral measurements.
{ The design of the game, which includes the adaptation of the game to
the user emotions.</p>
      <p>
        These elds, which are normally combined with the User Experience research
(UX), concentrates most of the research currently published [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Furthermore,
most of the research has been concentrated on a physiological perspective to
obtain emotional feedback from the user [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], while the behavioral patterns of the
user related to the gameplay (the intern measurement) have been brie y studied.
Moreover, there are just few studies assessing how the di erent emotional states
in uence the performance of the player [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. This basic gap in emotional research
applied to video games must be ful lled in order to understand exactly how
emotions, performance and user experience are related.
      </p>
      <p>Therefore, as a way to understand how emotions are related with the game
performance, this research proposal aims to test how di erent emotional states
impact on the player performance playing a game, also analyzing how the
emotional state and performance inside the game is related with the gaming user
experience.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Objectives</title>
      <p>
        The aim of this research is to analyze the in uence of emotional states in the
game performance and nal user experience. To do so, di erent emotional states
will be induced to the experimental group across a rst phase of the experiment.
Immediately after that, they will play a video game where several variables
related to their performance will be measured using in-game indirect indicators
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Finally, a nal UX test will be applied to them.
      </p>
      <p>The main hypothesis are presented below.</p>
      <p>H1. The users with a positive emotional state (happiness) will need less time
to end the game.</p>
      <p>H2. The users with a negative emotional state (sadness, fear or anger) will
need more time to end the game.</p>
      <p>H3. The users with an angry emotional state will show the most aggressive
behaviors inside the game, defeating more enemies.</p>
      <p>H4. The users will report higher levels of interest on the video game with
positive valence emotional states.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Proposed methodology</title>
      <p>The sample for the experiment will be extracted from a university student
population, from the Universidad Autonoma de Madrid. The sample will be divided in
ve groups, each of the rst four assigned to a di erent experimental condition,
in this case related to an emotion (happiness, sadness, anger and fear) and one
assigned to a control condition (no emotional induction will be applied to them).</p>
      <p>
        As a rst part of the experiment, an emotional induction will be conducted
with each user. The induction of emotions using videos has been reported to
be the most e ective method in prior research [
        <xref ref-type="bibr" rid="ref5">5, 23</xref>
        ]. Thus, and following this
methodology, the groups will be asked to have a look for a 5 minutes long video
depending on the emotional state objective. Every video will be related with the
group objective emotion, and will be extracted from previous research [21]. These
lms are presented on table 1.
      </p>
      <p>
        Once they have stated the video, they will ful ll a questionnaire related to
their current emotional state (as a way to measure if the emotional induction
was e ective). The questionnaire chosen will be the Analogical Emotional Scale
(AES), which has been previously used a a fast psychological tool to measure
emotional states [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Immediately after, the user will play the video game chosen for this research.
In this study, the video game will be \In nite Mario Bros", an open source game
based on the classical saga \Super Mario", which has the same 2D design and
mechanics than his formal counterpart. The players will play the same level of
the game, in order to avoid possible biases. The game itself will include several
measurement features, such as:
{ Time used to end the level.
{ Times defeated until the end of the level.
{ Number of enemies killed.
{ Number of bricks destroyed.
{ Frequency of use of each button.</p>
      <p>While the player is using the video game, his/her performance metrics will
be extracted and saved on the computer, translating them into numerical data.
This task will be performed modifying the source code of the video game (in this
case, an open code) to obtain this metrics. The data obtained will be used lately
to look after statistical di erences between the di erent conditions.</p>
      <p>Finally, and once ended the video game level, the users will answer again to
the AES questionnaire, in order to check if the emotional state is still present on
the person. This test will be applied along with some User Experience questions,
where they will be questioned about their performance, their sensations about
the video game and about their general opinion about it.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>The eld of A ective Gaming rises as a promising application of cognitive sciences
to the video game industry. To ensure the impact of emotions in the video game
industry, this research has been designed as a rst basic approaching to this
new discipline. The main contribution of this empirical study is getting a better
understanding of how emotions are related to the performance and opinion of a
group of users. Also, this will open di erent research questions, once the outcomes
are nally prepared, in relation with the impact of di erent emotions on the user
behavior, and also how the speci c game will relate to that results.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>This work has been supported by the next research projects: RiskTrack project,
under the European Union Justice Action Grant JUST-2015-JCOO-AG-723180,
EphemeCH project (TIN2014-56494-C4-4-P) and DeepBio
(TIN2017-85727-C4-3P) by the Spanish Ministry of Economy and Competitivity and European Regional
Development Fund FEDER, and the CIBERDINE project "Cybersecurity, Data
and Risks" under the CAM grant S2013/ICE-3095.The contents of this publication
are the sole responsibility of their authors and can in no way be taken to re ect
the views of the European Commission.
20. Richard M Ryan, C Scott Rigby, and Andrew Przybylski. The motivational pull
of video games: A self-determination theory approach. Motivation and emotion,
30(4):344{360, 2006.
21. Alexandre Schaefer, Frederic Nils, Xavier Sanchez, and Pierre Philippot. Assessing
the e ectiveness of a large database of emotion-eliciting lms: A new tool for
emotion researchers. Cognition and Emotion, 24(7):1153{1172, 2010.
22. Robert J Stone, Peter B Pan lov, and Valentin E Shukshunov. Evolution of
aerospace simulation: From immersive virtual reality to serious games. In Recent
Advances in Space Technologies (RAST), 2011 5th International Conference on,
pages 655{662. IEEE, 2011.
23. Rainer Westermann, GUNTER Stahl, and F Hesse. Relative e ectiveness and
validity of mood induction procedures: analysis. European Journal of social psychology,
26(4):557{580, 1996.
24. Georgios N Yannakakis and Ana Paiva. Emotion in games. Handbook on a ective
computing, pages 459{471.</p>
    </sec>
  </body>
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