The Two Factor Theory of Emotion
Let’s begin with some basic
cognitive science. The framework I’ll be leaning on throughout our
investigation of artificial emotions is a well-known cognitive theory
called the Two Factor Theory of Emotion, by psychologists Stanley Schachter
and Jerome Singer. The theory states that in order for an emotion to
be felt, two factors must be present:
- Physiological
change: The person feels elevated heart rate, sweaty skin
and other elements of physiological arousal.
- Cognitive label
of the physiological change: Based off the context of the situation,
the person assigns a label to the physiological change.
Simply put, when your body reacts
physically to some stimuli and you mind assigns meaning to your physical
state, you synthesize an emotional response.
An intriguing experiment
The Two Factor Theory of Emotion
is certainly mildly intriguing as an analytic description of how emotion
works, but it has a far more practical application in the realm of game
design. In the process of proving their theories on emotion, researchers
spent much of their effort on figuring out how to dissect the component
aspects of emotion and reassemble them into new emotions of their choice.
In effect, they figured out how to reconstitute artificial emotions
within their subjects. Their experiments provide us with practical
examples of how we might build our own systems of generating artificial
emotion in our players.
It turns out that the physiological
changes that accompany many emotions, such as fear and lust, are remarkably
the same. There is a wide range of stimuli, including loud noises,
intense memories or even a fear of heights that activate the sympathetic
nervous system, prepping the body for action in the face of stress.
Your heart rate elevates. Your palms become sweaty. Your
alertness increases and body hair stands on end. Different stimuli,
same response.
Due to the ambiguity of the
physical response you rely on your brain to determine what all this
activity actually means. Should your run, should you fight, should
you laugh? In a heartbeat, you brain need to figure out what is happening
and synthesize the correct response. In this moment, your carefully
calibrated gray matter can be tricked.
One of the colorful experiments
that demonstrate this effect was performed by psychologists Dutton and
Aron in 1974. They wanted to see if they could alter the context
of a situation so that the subject would instead experience lust instead
of fear. In their study, a highly attractive young woman approached
a sample of young men and asked them to fill out a survey. The
experiment had two components.
- Inducing the
appropriate physiological response: Two survey situations where
tested. The first was a safe location on a trail. The second
was the midpoint of a very narrow bridge overlooking a deep crevasse.
The researchers knew that merely standing on the bridge elevated the
heart rate and caused anxiety. Standing on the path induced no
anxiety.
- Setting the desired
cognitive label: At the end of the survey, the woman passed each
young man her phone number and encouraged them to give her a call if
they had any further questions.
Almost twice as many men (60%)
gave the girl a call if they had been surveyed on the dangerous bridge
than on the safe path. Due to the strong contextual signals in
the form of presence of the attractive woman, the men misinterpreted
the fear-driven activation of their sympathetic nervous system as authentic
lust.
A potion for emotion
Other experiments validated
the theory by inducing both happiness and anger in their subjects. These
studies suggest the following general recipe for concocting artificial
emotions.
- Inducing the
appropriate physiological response:
Put the player’s bodies in the appropriate physical state associated
with the desired emotion through any means necessary.
- Setting the desired
cognitive label: Provide strong contextual clues that make the user
misinterpret the physical sensation as the designed emotion.
By evoking both states in the
player, the mental and the physical, designers can greatly increase
the likelihood that players will experience the desired emotional response
to a game.
With our theory in hand, let’s
look at the set of practical techniques that help us generate the artificial
emotions at the heart of Bacchus.
Technique 1: Active recall of emotional
memories
“Each word she utters
shimmers on screen, merging with ghostly photos from her past. In a
beat, the entire room witnesses her sorrow over the death of her mother,
her time alone in an empty apartment, and her
first kiss.”
In Bacchus, the player recalls
intensely personal emotional moments as part of a public confession.
It turns out that this is a great technique for evoking a both a physiological
response and a set of cognitive labels.
Theory: When you experience
an intense emotion, a primitive portion of the brain called the amygdala
kicks in and ensures that you store a vivid, emotionally charged memory.
When you recall the memory, your brain also ensures that you remember
the emotional element.
Remembering an emotional event
causes that you to re-experience that associated emotion.
- The recollection
of an emotional memory triggers the recall of the emotions associated
with the event.
- This in turn activates
the physical reactions associated with that memory.
- You understand what
the physical reactions mean in context of the memory and the labels
you have assigned to the emotions within.
- You experience that
emotion.
For example, when war veterans
recall a traumatic experience, they often experience elevated heart
rate, perspiration and other signs of panic. The memory of the veteran’s
traumatic event triggers a replica of the physiological response that
occurred during the event. The emotional panic they feel is very
real, very physical and easily measured. Other extreme examples
of this phenomenon include many phobias such as fear of small spaces,
flying, etc., all of which are typically rooted in some traumatic experience.
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