=Paper=
{{Paper
|id=Vol-2282/EXAG_106
|storemode=property
|title=Wonderful Design: Applying Appraisal Theory to Procedural Level Generation
|pdfUrl=https://ceur-ws.org/Vol-2282/EXAG_106.pdf
|volume=Vol-2282
|authors=Rosa Corstjens,Anders Bouwer,Joris Dormans,Riemer van Rozen
|dblpUrl=https://dblp.org/rec/conf/aiide/CorstjensBDR18
}}
==Wonderful Design: Applying Appraisal Theory to Procedural Level Generation==
Wonderful Design: Applying Appraisal Theory to Procedural Level Generation Rosa Corstjens1 Anders Bouwer1 Joris Dormans2 Riemer van Rozen1,3 1 2 3 Amsterdam University of Applied Sciences Ludomotion Centrum Wiskunde & Informatica Amsterdam, The Netherlands Amsterdam, The Netherlands Amsterdam, The Netherlands r.a.s.corstjens@hva.nl a.j.bouwer@hva.nl joris@ludomotion.com r.a.van.rozen@hva.nl Abstract understood to be the effect of the game as intended by the Procedural level generation for games is an active field of designer on the player’s experience and affective state. We research with successful applications. However, how to wish to learn how level designers can set the stage for gram- generate content that embodies design intent is still an open mar-based procedurally generated game levels, much like a research question. Level designers lack abstractions and tools director would for theatrical plays. for authoring generated artifacts for affecting emotion. We propose a novel pattern language for generative level design This paper assesses the feasibility of formulating a design inspired by Appraisal Theory. Its patterns enable designers to pattern language for affecting emotions in level design add meaning, depth, and cohesiveness to the resulting con- and the implementation of those patterns in generative tent, and modify artifacts to make the content more engaging. grammars for procedural level generation in order to help We illustrate how these patterns can be implemented in a gen- achieve this type of direction. Our approach is based on erative grammar for level generation for an adventure game. Formative evaluation of generated level content demonstrates Appraisal Theory (Smith & Lazarus 1990; Ellsworth & the feasibility of the approach and suggests points for further Scherer 2003), which explains how emotions arise from improvements. Future work could focus on other elements appraisals made by people regarding their environment. The which seem important for affecting emotions, including main research question we address is the following: How pacing, perception, and expectation. can Appraisal Theory be used to create design patterns for affecting emotions, and how can these be implemented Introduction using generative grammars for procedural level generation? The assumption is that patterns for affecting emotions are Procedural level generation is a kind of Procedural Content able to make the content more engaging and contribute to a Generation (PCG) that helps level designers author game more coherent player experience. The research is carried out levels (Shaker et al. 2016). In this study, we focus on ap- in the context of a commercial adventure game currently in proaches to PCG that employ generative grammars. Instead development, which relies on advanced content generation. of creating the levels by hand, designers author grammar The approach presented here is meant to be general enough rules that transform level artifacts step-by-step, generating a to be applied to level generation for other adventure games, wide variety of playable environments, missions, quests and in particular methods that incorporate generative grammars. stories (e.g., see Dormans 2010; Karavolos et al. 2015). Ultimately, the goal is to enable the discipline of level direc- However, not all generated levels focus the attention and tor who orchestrates the level generation process and affects gameplay experiences in the way the designer intended, related dramatic aspects for improving the overall perceived since it is difficult to control the generation of the situated quality and player experience. content, e.g., in setting the stage for encounters and flow in landscapes that fit a story as it emerges. Moreover, abstrac- tions and tools for designing and improving generated levels Related Work that evoke emotional responses are currently missing. As a Generating content that embodies game design intent is a result, generated levels are not guaranteed to represent the key open research challenge. Here we relate our work to design intent, and regularly also contain noisy, distracting conceptual frameworks, techniques for PCG, design pattern peculiarities that can break immersion. Design intent is languages, and emotional modeling. Proceduralist readings is a framework that connects game Design patterns elements, mechanisms and dynamics, and explicitly formu- Design patterns were first introduced by architect Alexander lates rhetorial arguments in a thematic and cultural setting et al. (1977) as a formal description of a problem-solution from which meaning is derived (Treanor et al. 2011). We pair. Since then, many design pattern languages arose, ad- model gameplay assumptions explicitly too, but instead fo- dressing different problems. Björk and Holopainen (2004) cus on emotional effects as guided likely outcomes of an ap- define a catalogue of abstract gameplay interaction patterns praisal of interacting with generated content. that describe how components are used by a player to affect the gameplay outcome. Zagal et al. (2007) take an onto- Procedural Level Generation logical approach that describes and relates hierarchies of Procedural content generation can be employed for various concepts and intents to weak and strong examples. These reasons, including generating variations for increased re- descriptive approaches are suitable for analyzing, critiquing playability, saving time for the designer by automating the and understanding games, but they do not prescribe how to design process, gaining a better understanding of the crea- modify and engineer a game prototype. tive processes in design, etc. (Togelius et al. 2013). Adams and Dormans (2012) describe conceptual game- Although we understand that each of these goals may be economic mechanics patterns that define how resources important in specific game development or research con- flow through a system, and patterns to engineer gameplay, texts, we believe that for successful game development, the e.g., choice, trade-off, friction, mitigation. Van Rozen quality and coherence of the generated results is critical. (2015) describes a mechanics design assistant that leverages PCG allows game developers to create an experience where these patterns for live programming of game economies by players cannot rely on previous experience with the same generating them into running games. content, creating an experience that is different from games Our pattern language represents a new category that where all levels are pre-designed. But this works best when introduces applied Appraisal Theory to create high-level certain standards are met in the generated levels (Rozen & emotional patterns and low-level appraisal patterns that Heijn 2018). As is the case with mixed-initiative approaches steer the content generation towards structures we relate to to PCG (Smith et al. 2011; Karavolos et al. 2015), we are desired emotional effects. interested in how PCG can change and improve the process of game development when concrete design knowledge, in Design Patterns for Emotional Effect this case the application of Appraisal Theory, is codified in the generative process. Following the approach of design patterns, combining elements from different design pattern templates and Modelling Emotions approaches (Bacher 2008; Björk & Holopainen 2003; Theories on emotional process include categorical (Ekman Gamma et al. 1995; Hullet & Whitehead 2010; Lemay 2007; 1992), dimensional (Plutchik 2001), and appraisal theories Will 2013), we propose a template format for design pat- (Ellsworth & Scherer 2003). Appraisal Theory seems well- terns specifically for emotions and appraisals, consisting of suited to our goals due to its ability to explain underlying the fields listed in table 1 and table 2, respectively. Next, we causes of emotions while other theories mainly focus on cat- present examples of both kind of patterns. egorization of emotions. Also, sources on emotions in games mention Appraisal Theory as basis to understand how Appraisal Patterns: Centering to affect emotions (Yannakakis & Paiva 2014). Appraisal patterns support the emotion patterns by describ- Appraisal Theory states that “…people’s emotions arise ing how to use composition, structure and meaningful from their perceptions of their circumstances – immediate, objects in abstract solutions to realize the relevant apprais- imagined, or remembered” (Ellsworth & Scherer, 2003, p. als. Patterns currently formulated within the language are 572). A certain event, in relation to the one involved, is eval- Centering, Pointing Out, Appearance of Objects, Frame by uated or appraised leading to an emotion (Smith & Lazarus, Surrounding, Content Density, Symmetry, Just Not Symmet- 1990). The different possible appraisals one can make have ric, Rewards, Rare Sightseeing and Conflict. The Centering been classified in the appraisal dimensions (Ellsworth & pattern is presented in Table 3 as an example. Scherer 2003). Each of these dimensions is appraised sepa- rately, resulting in a specific value for the dimension, i.e., an Patterns for Emotions: Fear and Wonder appraisal. An example of such a dimension is Novelty, which Based on Appraisal Theory, specific emotions arise from a can be appraised as high or low or everything in between. A specific set of appraisals. Therefore, by combining multiple specific set of values for each dimension then leads to a spe- patterns for appraisal, a pattern for emotion can be applied. cific emotion. For example, in Table 4, the design pattern for the emotion Wonder is presented. The solution part of this pattern, depicted in Figure 1, shows the required appraisals (Novelty, Table 3. Design pattern for Centering. Pleasantness and the negation !Urgency), together with Name. Centering potential ways to realize these appraisals in a particular Problem. How to make an element of interest stand out in a level. form. The appraisal Novelty can be realized, for example, by Forces. The element that should capture the attention has a particular Centering or Pointing Out the novel object, or by Frame by importance or amount of focus, such that it stands out while all other Surrounding. objects are not completely overlooked. The more diegetic the way of Table 1. Design pattern template for Emotion patterns. drawing attention is, the better it fits the experience. The size of the element is important, since it can be hard to make small elements stand Field Description out. The surroundings influence the ease at which something can be Name A descriptive name with which the pattern can be uniquely identified and referenced to. made stand out and its resulting effect. Patterns triggering novelty inhibit emotion patterns that require the absence novelty. Problem The emotion to affect. Context. A particular object, group of objects or other applied pattern Core relational The core of the emotion captured in one should capture the attention. A separated area pattern has been applied theme sentence. to the level, and the resulting area is large enough to consist of the object Forces The considerations that must be taken into to capture attention and center things inside. Importance: the amount of account when implementing the solution. focus this pattern can provide is medium to high, depending on the size Context The circumstances and constraints of the situation in which the given problem occurs. and the surroundings. Diegetic: the implementation is diegetic but can be influenced by the surroundings. In some situations, it is not natural Participants The different patterns involved in the application. to center a specific element. Size: the size of the element of interest is at least medium and can be greater in relation to the other objects in the Required The appraisal dimensions and their values appraisals required to affect the given emotion. surroundings. Surroundings: the surroundings of the application of this pattern allow for centering by consisting of an area that stands out in Solution The possible combinations of appraisal patterns for each required appraisal, captured such a way that it can be recognized as a separated area. All other forces in a diagram as shown in Figure 1. are influenced by the surroundings. Related patterns The relationships this pattern has with other Participants. Object of focus: the object, or group of objects, that patterns including the type of relationship. captures the attention. Area: the available space, defined the applied Example An example in which the pattern is applied separated area pattern, to place the object. within the game. Affected appraisals. Novelty: medium – high Solution. Place the object, or group of objects, to stand out in the center Table 2. Design pattern template for Appraisal patterns. of the area created by the applied separated area pattern. Field Description Relations. Requires a separated area pattern to create an area to focus Name A descriptive name with which the pattern can in. Reinforces other novel objects patterns and rare sightseeing since be uniquely identified and referenced to. applying those together results in a higher novelty. Extends symmetry, Illustration The essence of the pattern captured in an just not symmetric and rewarding resources since it adds novelty to the illustration. effect of those patterns. Problem The appraisal to trigger. Example. In the game currently under development, scrying points are Forces The considerations that must be taken into a way of exploring the surrounding locations quickly. Such a point is account when implementing the solution. indicated by a pillar-like object placed somewhere in the level. To make Context The circumstances and constraints of the this object capture more attention and stand out, it can be centered situation in which the given problem occurs. within a frame. A variety of options can be used to create the frame: the Participants The different objects and their respective roles area itself can be formed in a symmetric, basic shape, or a circle can be involved in the application. created with flowers. Affected The appraisal dimensions and their values Variations. Place the object on the edge of the area. Note that this is appraisals affected by this pattern. only possible if you can center on the form of the given area. Solution The proposed solution for the given problem in Inspirations. Metropolis – Ralph Koltai: The elevator – which rises the given context. into the city above in act I – is centered in the middle of the ground Related patterns The relationships this pattern has with other (Davis 2001, p. 36). The Ring Thing – Don’t Starve: The Ring Thing is patterns including the type of relationship. one of the ‘things’ the player needs to find to progress onto next worlds Example An example in which the pattern is applied in Don’t Starve. Each of these things are centered in a clearly identifia- within the game. ble, primitive form. The Ring Thing is centered in a circle with plants. Variations Multiple variations on the solution. This circle functions as frame and the Ring Thing could not be centered Inspiration An overview of games, art works, etc. that without it (Klei Entertainment 2013). inspired to capture this pattern. Table 4. Design pattern for the emotion Wonder. The appraisal Pleasantness can be realized using Symmetry, or by presenting a Rare Sightseeing, or by Rewarding Name. Wonder Resources. To give an example of another emotion that has Problem. How to evoke wonder in a given part of a level. been formulated in our pattern language, Fear requires a Core relational theme. Interest in the unusual or extraordinary. different set of appraisals, including relatively high Novelty, Forces. Emotions can vary in intensity. A higher intensity will not only Urgency, Outcome probability, Conduciveness, but no or cause the emotion itself to be stronger but will also increase the number low Pleasantness, Adjustment and Power, and Agency of different players actually experiencing the desired emotion. associated with other actors than the player. Some emotions lose their impact when they are experienced more often. They are also experienced more fully when they are alternated with other emotions. One cannot experience joy forever for it would become Level Generation the norm. Therefore, the amount of usages of patterns of emotions is correlated with the impact of it. As a proof-of-concept, a design pattern for emotional effect Context. The whole level or a particular part should give the player the and its associated appraisal patterns have been implemented sensation of wonder. Intensity: the intensity heavily depends on the to generate appealing content in the form of levels for the selected low-level patterns and the application of those low-levels. To game currently in development (The Sequel to Unexplored), increase intensity further, low-level patterns affecting the same using generative grammars in Ludoscope (Dormans 2011), appraisal can be combined. Amount of usages: since wonder captures a which provides output to the Unity game engine. Although feeling of surprise, an unusual feeling, the amount of usages should be the emotion and appraisal design patterns are generic, the limited and alternated with other emotions. rewrite rules that place the patterns in the tile map are appli- Participants. The selected appraisal patterns and their participants. cation dependent since specific structures and shapes are Required appraisals. Novelty: medium – high. placed with specific tiles. The level generation process is Pleasantness: medium – high. depicted in Figure 2, in four steps, from top to bottom: Urgency: none – low. Solution. See Figure 1. A. The patterns are placed in the graph, indicated by Example. A moment of wonder can be created in the game under purple nodes, as is the participant, indicated by a development by triggering all the listed appraisals. The player walks yellow node. The blue edges indicate the order in through the mountains when suddenly the pebble path changes in an old which the patterns and participants must be resolved. road with tile patterns, triggering novelty by appearance of objects. The B. The patterns (and other features) are positioned and surroundings are flattened and surrounded by pillars, which increases structured within the tile map, based on a recipe (an novelty with the use of the frame by surrounding pattern. Large statues ordered set of rules) created from the graph. of faces are artifacts of an ancient civilization and, although they spawn C. After some intermediate steps, all non-terminal a number of times in a world, they are quite rare. One is placed in the symbols are resolved to terminal symbols. center of the frame, which further increases novelty with the centering D. Unity interprets the level and places all objects pattern, and adds pleasantness using the rare sightseeing pattern. accordingly, resulting in a graphical scene to be presented in the game. Since the application of the Wonder pattern is a matter of combining low-level patterns that affect those appraisals, with only a few different low-level pattern implementations variations can easily be realized. For example, in Figure 2D, Wonder was realized by Frame by Surrounding (circle of objects) with Rewarding Resources (experience points) and Centering (scrying point in the middle of the frame), but the Centering and the Frame by Surrounding patterns could have been instantiated using other game objects, and instead of Rewarding Resources, other realizations of the Pleasant- ness appraisal could have been selected. Some patterns are placed with one rule, such as the Centering pattern which only marks the center tile. Other Figure 1. The solution part of the design pattern for Wonder, patterns are placed with a sequence of rules that build up the including appraisals and potential ways to realize them. pattern in a stepwise manner, such as the Frame by Surrounding pattern. After a pattern is placed, interesting lo- cations remain marked so participants can be placed later on. Discussion Generality and Scalability Our approach is generic, but allows for domain- (i.e., game) specific extensions. The design patterns for emotions and A appraisals can also be applied in procedural content genera- tion for other games, or even other multimedia applications. To cater for specific uses, users need to adapt the rules that specify how appraisals can be realized using elements of that particular game or application. When the elements are similar between games, the rules will be similar too. If other emotional effects are desired, new patterns can be added for those, without the need to change others. The appraisals for many emotions partly overlap, which means that the work done for these appraisals can be reused. A content generation system that is able to achieve many different emotional effects, will need many rules, which increases its complexity and introduces new development and maintenance challenges. However, the specification of design intent in the design patterns makes the approach more modular and scalable than is often the case in procedural B content generation systems; many rules will be variant implementations of basic appraisals, which in turn can be easily assembled into higher-level patterns. The modularity of the approach keeps the complexity under control, even when working with a large number of implemented patterns. In addition, the design patterns facilitate a separation of concerns for the different responsibilities of a sophisticated content generator. The proposed patterns direct the imple- mentation of high level design goals for individual levels or level sections. The responsibility for what those design goals might be can be placed elsewhere, either with a differ- ent expert algorithm, a human designer, or something as simple as randomly selected design goals. Direction as Underspecified Situated Context In our approach we use design patterns as a means to capture C and express design intent explicitly. However, rather than specifying what needs to be generated, we view design intent as setting goals and necessary constraints, leaving ample room for unexpected variation in content and form. We consider our approach analogous to the guidance given by a director in improvisational theater sports. In such a context, directions are typically not expressing what needs to be said or done directly, but rather the effect to be reached, or constraints to be taken into account. This leaves the result underspecified, which often leads to surprising D outcomes. We view procedural content generation in a Figure 2. Level generation process, from A (top) to D (bottom). similar vein, not specifying directly what needs to be generated, but rather the effect to be achieved, and multiple Conclusion methods for achieving it, so that the results may still surprise the designer too. This study explored the feasibility of formulating design patterns for emotion in level design and the implementation Preliminary Evaluation of the resulting patterns in generative grammars for level generation. Using Appraisal Theory as a theoretical founda- To assess whether the approach is feasible, the generated tion, design patterns were presented for emotions such as levels were evaluated in a meeting with three professionals fear and wonder, and their required appraisals, which from the game industry. The experts confirmed the value of describe how to use composition, structure and meaningful the insights gained in this study, and that the implementation objects in abstract solutions. approach of patterns in generative grammars is valuable. According to Appraisal Theory, appraisals are made Nevertheless, the implementation should be more promi- regarding the relationship between the event and the person nent. Several promising improvements were suggested, e.g., involved and, together, they support the occurrence of an applying multiple appraisal patterns per required appraisal emotion. This theory depicts the structure of the presented or creating anticipations and expectations. pattern language in which appraisal patterns (triggering ap- Additionally, the experts suggested that the current pattern praisals) are combined to apply emotion patterns (affecting language should be supplemented by taking into account emotions). An approach was proposed to implement such elements that contribute to creating overarching experi- design patterns, expressing how rewrite rules can be created ences. Interesting elements to explore are the surroundings by increasingly adding features to and removing abstraction and the context of a pattern, the expectations and the antici- from the level, resulting in an applied pattern. pations of the player, pacing between emotion patterns and To prove the feasibility of implementing such patterns, a the perception of the game world. More thorough validation, procedural level generator was implemented for a game and evaluation through playtesting is part of future work. currently in development, using an approach based on generative grammars. Preliminary evaluation with three Limitations experienced game designers has indicated that it is possible Applying and extending and implementing the pattern to create moments in which a given emotion is suggested. language is work in progress. We identify the following From a technical point of view, the use of the design patterns bottlenecks and actionable steps: structures the content generator in such way that different • Recognizing shapes with variable sizes and consistency. concerns are handled by different components. This results • Obtaining information about objects in the surroundings, in an architecture that is modular and scales well enough to such as the average color or size. accommodate the amount of content that is required for a • Influencing the surroundings of a pattern. commercial game. The main contributions of this paper are (1) a new frame- • Providing sufficient variations and possible combinations work for capturing design intent as direction in grammar- of patterns to prevent recognizable repetition. based procedural level generation (2) the proposed pattern language for design patterns for emotions and the required Future Work appraisals, and (3) the implementation of a level generator Further work on the pattern language includes the addition that allows the game designer to play the role of a level of more emotion and appraisal patterns, and improving the director wishing to achieve emotional effects. These contri- implementation of patterns in generative grammars by butions are considered valuable for the research field of addressing the limitations mentioned above. When the main procedural generation of content for games and other inter- implications have been identified and addressed, validation active media. This is especially true when an approach is of the pattern language with more game design experts from taken that involves design intentions, or when emotional research and industry is desired, as well as playtests with effects are desired. The theoretical foundation of Appraisal users to analyze the actual emotion effects, to further Theory allows for logical design choices that allow extend- improve the language and the implementation of patterns. ing the pattern language with other emotions. Future research could focus on other elements that seem Recommendations for future work include expanding the important for affecting emotions within the overarching current set of patterns, addressing the limitations that were experience of playing a game, such as pacing, perception, identified for the pattern implementation, validating the anticipation and expectation. pattern language within a wider community of practitioners and researchers, and exploring the aspects in games that influence overarching experiences of emotional dynamics. Acknowledgments Hullett, K., & Whitehead, J. 2010. Design Patterns in FPS Levels. In Proceedings of FDG 2010 (pp. 78-85): ACM. This research has been carried out in the context of the ‘Live Game Karavolos, D., Bouwer, A., & Bidarra, R. 2015. Mixed-Initiative Design’ project, which is subsidized by the Dutch funding body for Design of Game Levels: Integrating Mission and Space into Level applied research NWO-SIA. In addition, we thank indie-game stu- Generation. In Proceedings of FDG 2015. dio Ludomotion for supporting this research. Klei Entertainment. 2013. Don’t Starve [Game]. Vancouver, Can- ada. References Lemay, P. 2007. Developing a Pattern Language for Flow Experi- ences in Video Games. In Proceedings of DiGRA 2007 Confer- Adams, E., and Dormans, J. 2012. Game mechanics: advanced ence. game design: New Riders, Berkeley, CA. Lövheim, H. 2012. A New Three-Dimensional Model for Emo- Alexander, C., Ishikawa, S., & Silverstein, M. 1977. A Pattern tions and Monoamine Neurotransmitters. Med. Hypotheses 78: Language: towns, buildings, construction: Oxford University 341–348. Press, New York. Plutchik, R. 2001. The Nature of Emotions: Human emotions have Bacher, D. 2008. Design Patterns in Level Design: Common Prac- deep evolutionary roots, a fact that may explain their complexity tices in Simulated Environment Construction. Retrospective The- and provide tools for clinical practice. American Scientist, Vol. 89, ses and Dissertations, Paper 15345: Iowa State University. No. 4 (July-August 2001): 344-350. Björk, S., Holopainen, J., & Lundgren, S. 2003. Game Design Pat- van Rozen, R. 2015. A Pattern-Based Game Mechanics Design As- terns. Digital Games Research Conference 2003, 4-6 November sistant. In Proceedings of FDG 2015. 2003, University of Utrecht, The Netherlands. van Rozen, R., & Heijn, Q. 2018. Measuring Quality of Grammars Björk, S., and Holopainen, J. 2004. Patterns in Game Design for Procedural Level Generation. In Proceedings of FDG 2018. (Game Development Series): Charles River Media, Rockland, MA. Shaker, N., Liapis, A., Togelius, J., Lopes, R., & Bidarra, R. 2016. Will, C. 2013. A Pattern Language for Designing Location-Based Constructive generation methods for dungeons and levels. In Pro- Games: Aachen University. Retrieved Feb 18, 2018, from cedural Content Generation in Games: 31-55: Springer, Cham. https://hci.rwth-aachen.de/materials/publications/will2013a.pdf. Smith, C. A., & Lazarus, R. S. 1990. Emotion and Adaption. In Davis, T. 2001. Stage Design. Rotovision, Hove, United Kingdom. Pervin, L.A. (ed.), Handbook of Personality: Theory and De Melo, C. M., Paiva, A., & Gratch, J. 2000. Emotion in Games. Research: Guilford, New York: 609-637. In Agius, H. and Angelides, M. (eds.), Handbook of Digital Smith, G., Whitehead, J., and Mateas, M. 2011. Tanagra: Reactive Games: 573-592:Wiley. Planning and Constraint Solving for Mixed-Initiative Level De- Dormans, J. 2010. Adventures in Level Design: Generating Mis- sign. IEEE Transactions on Computational Intelligence and AI in sions and Spaces for Action Adventure Games. In Proceedings of Games (TCIAIG), Special Issue on Procedural Content Generation the 2010 workshop on procedural content generation in game: 3, 3. ACM. Togelius, J., Champandard, A. J., Lanzi, P. L., Mateas, M., Paiva, Dormans, J. 2011. Level Design as Model Transformation: A Strat- A., & Stanley, K. O. 2013. Procedural Content Generation: Goals, egy for Automated Content Generation. In Proceedings of the 2nd Challenges and Actionable Steps. In Artificial and Computational International Workshop on Procedural Content Generation in Intelligence in Games, Dagstuhl Follow-Ups, Volume 6. Games: ACM. Tomkins, S. S. 1995. Exploring affect: the selected writings of Sil- Ekman, P. 1992. An Argument for Basic Emotions. Cognition & van S Tomkins: Cambridge University Press. emotion, 6(3-4): 169-200. Treanor, M., Schweizer, B., Bogost, I., & Mateas, M. 2011. Proce- Ellsworth, P. C., & Scherer, K. R. 2003. Appraisal Processes in duralist Readings: How to find meaning in games with graphical Emotion. In Davidson, R.J., Goldsmith, H., & Scherer, K.R. (Eds.), logics. In Proceedings of FDG 2011. Handbook of Affective Sciences: Oxford University Press, New Yannakakis, G. N., & Paiva, A. 2014. Emotions in Games. In The York: 572–595. Oxford Handbook of Affective Computing: 459-471. Game Ontology Project, https://www.gameontology.com Zagal, J.P., Mateas, M., Fernández-Vara, C., Hochhalter, B. and Gameplay Design Patterns, http://www.gameplaydesignpat- Lichti, N., 2007. Towards an ontological language for game anal- terns.org ysis. Worlds in Play: International Perspectives on Digital Games Research, 21: 21 Gamma, E., Helm, R., Johnson, R., & Vlissides, J. 1995. Design Patterns: Elements of Reusable Object-Oriented Software: Pear- son Education India.