Emotional Sound in Computer Games

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    Emotional Sound in Computer Games - Presentation Transcript

    1. Psychologically Motivated Techniques for Inger Ekman Department of Media Technology Helsinki University of Technology Emotional Sound in Computer Games
    2. Agenda
      • Emotions – a short introduction
      • Emotion and fiction
        • Real emotions with unreal events?
      • How do we create emotion with sound?
        • Cognitive-evaluative frameworks and sound
        • Pre-cognitive and unconscious emotion
      • Implications for game sound design
    3. Emotions
      • Temporary affective reactions to events
        • Evaluation of an event of significance in relation to a goal or situation
        • Involves readiness to act and preparation for certain types of actions + sense of urgency
        • Experienced as a distinctive type of mental state + bodily changes , expressions, actions
      • Compare to mood, personality: longer timescale, lack of directionality
    4. What causes emotions?
      • EVALUATIVE processes
      • Emotion is evolutionarily motivated, related to survival:
        • Succeeding, positive, beneficial -> Pleasure, ”pursue”
        • Failing, negative, harmful -> Displeasure, ”avoid”
      • More detail:
        • Anticipated outcome, ”I should be able to do this”
        • Perceived cause, ”That guy is standing in my way”
        • Social aspect, cultural norms, ”I’m supposed to stay calm”
        • ...
      • The social aspect requires being able to understand and predict others’ emotions
        • Empathetically relating to how they would feel in a certain situation
        • Automatically mirroring emotions
    5. ” Unconscious emotion” and misattribution
      • Emotions require evaluation, just not necessarily conscious evaluation
      • ” Unconscious emotion” or pre-cognitive value judgements – judgements such as like/dislike can be instantaneous
        • Evaluations may change with time as a result of cognitive evaluation and re-evaluation
      • The process of assigning emotion to certain events is prone to error:
        • Evaluation takes place all the time
        • Bodily processes make us feel different all the time
        • How to distinguish which event causes which emotion?
      • When we don’t get it right -> misattribution
    6. Emotion and Fiction
      • Emotion relates to evaluation.
      • Why would evaluation of fictional events make us feel anything?
      • Fictive game events become meaningful and cause real emotions through relation with the player
        • Empathy with fictive characters if the events seem relevant
          • Emotional investment in the events on screen requires we have adequate understanding to make sense of events.
        • Evaluations related to progress in game
          • Requires understanding basic rules and investing in goal-related behavior.
      • Unconscious emotion ”colors” our perception of temporally congruent events
    7. Sound and Emotion
      • Sound can help create a sense of apparent reality which increases chances of investing emotionally in fictive events
        • Not about realistic sound, but facilitating understanding of the story
        • Narrative fit
      • Sound can facilitate gameplay
        • Any sound that supports meaningful play, helps make sense of own actions in relation to game progress
        • Functional fit
      • Sound provides ample material for ’loose’ emotions
        • Pre-cognitive value judgements: low-level psychology (contrast, affective-mimicry)
        • Cognitive processes not consciously attended to (music, periferal processes)
    8. Sound and Emotion Emotions Influencing perception Emotions from story and playing Game: Goal-related evaluation Story: Empathetic evaluation Game goals match Character goals Moods Bodily states Non-attentional evaluations Unconscious emotion Emotional events Jolly mix of everything
    9. Implications for Game Sound Design
      • Two competing mindsets:
        • story-driven and goal-driven
      • -> Two competing sound design strategies
      • Depend on different evaluation processes
        • Partly contradictory
      • A lot of emotion created with ’loose sound’
    10. Alternative Roles for Sound
      • Gaming
      • Focus on playing, doing
      • Guide attention to play-related events & object
      • Sounds highlight multiple choices, alternatives
      • Highlight emotional moments in user decision-making
      • Evaluation related to goal-structure, actions within the game
      • Sounds facilitate doing
      • Story
      • Focus on interpretation
      • Focus attention on important story components
      • Sounds support telling a single story
      • Emphasize predetermined emotional arch
      • Evaluation related to empathetic relation with protagonist
      • Sounds explain/hide non-activity

    + iekmaniekman, 2 years ago

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