Emotional Sound in Computer Games - Presentation Transcript
Psychologically Motivated Techniques for Inger Ekman Department of Media Technology Helsinki University of Technology Emotional Sound in Computer Games
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
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
What causes emotions?
EVALUATIVE processes
Emotion is evolutionarily motivated, related to survival:
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
” 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
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
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)
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
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’
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
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