References And Wry Comments
Two factor theory of emotion
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Cognitive, Social, and Physiological Determinants of
Emotional State, Psychological Review, 1962, 69, 379-399.
Online description of the study: http://www.garysturt.free-online.co.uk/schacter.htm
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Dutton, D. G. and
Aron, A. P. (1974) Some evidence for heightened sexual attraction
under conditions of high anxiety, Journal of Personality and Social
Psychology, 30, 510-517
The fascinating topic of Psychophysiology
What is the effect of certain
cognitive stimuli on the human body? This is a topic fundamental
to game design and happily for us, there is an existing body of work
in the academic world. As with most such areas, existing research
is focused on medical issues as opposed to entertainment.
“Psychophysiological
measures are often used to study emotion and attention responses in
response to stimuli. Loud startle tones, emotionally charged pictures,
videos, and tasks are presented and psychophysiological measures are
used to examine responses”
Techniques for measuring emotional
arousal
“[…] there are several
psychophysiological measures that may be used to capture player’s
emotional and attentional responses. First, tonic and phasic HR can
be used to index emotional arousal and attention, respectively. Second,
EDA is also a very sensitive index of emotional arousal. Third, facial
EMG measured from the zygomaticus major and corrugator supercilii muscle
areas can be used to index positive and negative emotions, respectively
(i.e., the valence of an emotional experience). Finally, EEG can be
used to measure both emotional valence and attention.”
How the mere memory of electric shocks
makes hearts race
“In conditioning experiments
performed by Joseph LeDoux at New York University (2), rats were administered a mild
electric shock in conjunction with an auditory tone. The rats soon responded
to the tone alone with a fearful response: increased blood pressure,
faster breathing, and motionlessness.”
Triggering increase salivation through
detailed descriptions
Here is an example exercise
that demonstrates how a detailed description can trigger a physical
reaction due to relevant stimuli. It is somewhat more controlled
than your typical movie-goers experience, but the same principles apply.
Instruct another person to
close their eyes and then read her the following passage. Ask her to
focus on visualizing each detail as clearly as possible. Some subjects
experience increased salivation and report being able to ‘taste’
the lemon.
Imagine a pure white
plate with a lemon on it, resting on a table. See the glossy yellow
of the lemon’s skin against the whiteness of the china plate.
Notice the texture of the lemon. It looks clean and fresh.
There is a knife on the table, next to the plate. Now imagine
that you’re picking up the knife. You hold the lemon on the
plate with one hand, and with the other, using the knife, you cut the
lemon in two, hearing the knife cut through the lemon and hit the plate.
The citrus odor immediately hits your nose: sharp, clean, pungent, delicious,
invigorating.
Now you pick up one
of the lemon halves, with the juice still dripping onto your fingers
and onto the plate. Using the knife again, you cut a wedge from the
lemon half, raise the wedge to your mouth, and touch your
tongue against it gently. Every taste bud in your tongue is drenched
with the tangy lemon juice as your mouth puckers instinctively.
A shiver goes up and down your spine, and your shoulders shake.
Picture for a moment the lemon, the cutting, the tastes, the smells…Whenever
you are ready; you can bring this image to a close.
Emotional memory
Can games make you cry?
Everyone’s favorite clichéd
design topic. The Wired article demonstrates our strong reliance
on relevant stimuli.
Reality television
is an emotional game
Reality television shows are
masters of experiential games that evoke emotions in their players.
If you are deeply curious about how this works, I might recommend watching
any episode of any season of The Bachelor. There will be tears.
Sympathetic nervous system
Experimental
recreation of out of body experiences
Relationship of relevant stimuli
to red herrings
In my previous essays I’ve
discussed skill atoms and skill chains. Relevant stimuli are represented
in skill chains as a ‘red herring atoms’, a set of player triggered
stimuli that evoke experiences outside of the game.
http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php
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