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Emotional Response Patterns and Sense of Presence

during Video Games: Potential Criterion Variables for


Game Design
Niklas Ravaja Timo Saari
M.I.N.D. Lab/CKIR, Helsinki School of M.I.N.D. Lab/CKIR, Helsinki School of
Economics Economics
Tammasaarenkatu 3, 00180 Helsinki, Finland Tammasaarenkatu 3, 00180 Helsinki, Finland
ravaja@hkkk.fi saari@hkkk.fi

Mikko Salminen Jari Laarni


M.I.N.D. Lab/CKIR, Helsinki School of M.I.N.D. Lab/CKIR, Helsinki School of
Economics Economics
Tammasaarenkatu 3, 00180 Helsinki, Finland Tammasaarenkatu 3, 00180 Helsinki, Finland
misalmin@hkkk.fi laarni@hkkk.fi

Jussi Holopainen Aki Jrvinen


Nokia Research Center Veikkaus, The Finnish National Lottery
Visiokatu 1, 33721 Tampere, Finland Karhunkierros 4, 01009 Veikkaus, Finland
jussi.holopainen@nokia.com aki.jrvinen@veikkaus.fi
ABSTRACT
Author Keywords
We investigated the emotional response patterns and sense
Video games, game design, emotional responses, sense of
of presence elicited by video games with different
presence, personality.
characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey
Bowling 2, and James Bond 007: NightFire) among 37
ACM Classification Keywords
undergraduates. We also examined the moderating
H5.m. Information interfaces and presentation (e.g., HCI):
influence of the sensation seeking and self-forgetfulness
Miscellaneous.
traits on the responses. Participants self-reported their
emotional responses, defined in terms of joy, pleasant
INTRODUCTION
relaxation, anger, fear, and depressed feeling, and sense of Emotions are biologically based action dispositions that
presence. The results showed that games with different have an important role in the determination of behavior
characteristics elicit differential emotional response [e.g., 1). Given that this would be expected to be the case
patterns, and the engagement elicited by the games varies as also in connection with gaming behavior, emotional
a function of the Sensation Seeking trait of the player. responses to games are an important target of investigation.
Measuring emotional response patterns may have practical The sense of presence (i.e., the perceptual illusion of
implications for game design, given that they give nonmediation) is another construct that is likely to be of
information on the game characteristics that maximize central importance in connection with game playing, given
entertainment and pleasure, and may potentially be used in that games providing a strong sense of presence would be
pre-testing different versions of the games. expected to be highly entertaining [2].
The majority of prior psychological game research has
Permission to make digital or hard copies of all or part of this work for focused on two specific areas of investigation: (a) the
personal or classroom use is granted without fee provided that copies effects of excessive playing on children and adolescents and
are not made or distributed for profit or commercial advantage and that (b) whether or not playing (violent or nonviolent) video
copies bear this notice and the full citation on the first page. To copy games makes children and adolescents more violent [e.g.,
otherwise, to republish, to post on servers or to redistribute to lists,
requires prior specific permission and/or a fee. 3]. However, at the present time, a large number of video
game players are in fact adults who are leading perfectly
NordiCHI '04, October 23-27, 2004 Tampere, Finland
Copyright 2004 ACM 1-58113-857-1/04/10... $5.00
normal lives in terms of their psychological and social
functioning [4]. Thus, examination of the emotional

339
response patterns elicited by games may also be of import defined in terms of the five affective feeling states that
both in its own right and because the response patterns provide high and low end points on the aforementioned
might be used to predict the success of a video game. That axes: fear, anger, pleasant relaxation, joy, and depressive
is, people seek, and are eager to pay for, games that elicit feeling.
optimal emotional responses (or response patterns) [see also
5]. Surprisingly, there is no evidence to suggest that the Emotional Responses to Games
developers of video games have used psychological There is a paucity of studies examining the emotional
research to make their games more appealing [6]. We responses to games from the point of view of user
believe, however, that emotional response patterns might be experience. However, as mentioned above, some studies
used in pre-testing the games, for example. have investigated negatively valenced emotions elicited by
video games in trying to unravel their potential adverse
The present study was designed to examine whether there effects. Ballard and Weist [12] and Anderson and Dill [3]
are reliable differences in the emotional response patterns found that a violent video game elicited hostile affect, while
and sense of presence elicited by games with different three other studies showed virtually no effect [13, 14, 15].
characteristics (e.g., the view from which the game is Anderson and Ford [16] found, in turn, that a high-
played, naturalness of the game, amount of violence). We aggression game elicited higher anxiety (fear) compared to
also investigated the moderating influence of the players a low-aggression game, but they found no differences in
dispositional characteristics (i.e., sensation seeking and depressed affect. They suggested that anxiety may arise
self-forgetfulness traits) on the responses elicited by the from a (temporary) change in world view brought about by
games; that is, it was asked whether the responses to the the aggressiveness level of the game. Alternatively, anxiety
games differ as a function of the players personality. may arise from the observation of the level of symbolic
Examining these issues may have practical implications for aggression enacted by oneself in the game.
game design, given that it gives information on the game
characteristics that maximize pleasure for a given In regard to the physiological component of emotions, it is
individual. well established that tasks requiring cognitive effort or
active coping elicit emotional arousal accompanied by
Dimensions of Emotion sympathetic nervous system (SNS) arousal and tonic heart
Most theorists endorse the view that emotions are rate (HR) acceleration [17]. In the research on
constituted by three aspects or components: subjective psychophysiological reactivity to stress, video games have
feeling, expressive behavior, and physiological arousal; frequently been used as a stressor. Several studies have
others add motivational state or action tendency and/or shown that different video games elicit considerable
cognitive processing [1, 7]. A dimensional theory of cardiovascular reactivity [e.g., 18, 19, 20]. In addition,
emotion holds that all emotions can be located in a two- Johnston, Anastasiades, and Wood [21] found that a two-
dimensional space, as coordinates of valence and arousal person soccer video game elicited higher HR reactivity
(or bodily activation) [e.g., 1, 8]. The valence dimension compared to a squash practice video game against a
reflects the degree to which an affective experience is machine, suggesting that the social-competitive situation
negative (unpleasant) or positive (pleasant). The arousal related to the former game results in increased arousal.
dimension indicates the level of activation associated with
the emotional experience, and ranges from very excited or Sense of Presence
energized at one extreme to very calm or sleepy at the Presence has been defined as the perceptual illusion that a
other. mediated environment is not mediated [2]. Although a
complete sense of presence may be elicited only by
Other theorists have, however, suggested that the two main, emerging technologies, such as virtual reality, more
orthogonal dimensions of emotional experience are traditional media, such as video games, offer a lesser degree
negative activation (NA) and positive activation (PA) that of presence as well [2]. Factors such as a first-person view
represent a 45 rotation of the original main axes [9, 10]. and naturalness may contribute to the experience of
The NA axis extends from highly arousing negative presence. Video games that engender a greater sense of
emotion (e.g., fear and anger) on one end to low-arousal presence are likely to elicit greater physiological arousal (at
positive emotion (e.g., pleasant relaxation) on the other, least when the game content is arousing), involvement, and
while the PA axis extends from highly arousing positive attention (real-world stimuli, or stimuli that are perceived
emotion (e.g., joy) to low-arousal negative emotion (e.g., more or less as such, are likely to elicit greater attentional
depressive feeling). The self-report NA and PA dimensions engagement compared to stimuli that are readily perceived
have been suggested to represent the subjective components as mediated presentations of real-world stimuli) [see e.g.,
of the two primary brain motivational systems underlying 22, 23]. Importantly, games contributing to a high sense of
behavior and affect, i.e., the withdrawal-oriented behavioral presence have been suggested to be highly entertaining and,
inhibition system (BIS) and approach-oriented behavioral simply put, fun (greater enjoyment) [2]. The sense of
activation system (BAS), respectively [e.g., 10, see also presence may also facilitate game performance [see 2].
11]. In the present study, mood elicited by the games was

340
Thus, examining the factors in games that may contribute to Tetris
higher presence is important. Of the different variations of Tetris included in Tetris
Worlds, we used the basic version of the game. We also
The Moderating Role of Personality used settings that kept the game as similar to the original
Peoples responses to different kinds of media have often Tetris as possible. Tetris is a well-known puzzle game in
been shown to vary as a function of their personality [e.g., which blocks with various shapes fall from the top to the
23]. One logical candidate for a personality trait that may bottom of the game area. The player' s task is to rotate and
moderate the sense of presence elicited by video games is move the blocks so that full rows of blocks are formed;
Self-Forgetfulness (i.e., a dispositional openness to filled rows are removed and the blocks from above fall to
absorbing experiences). According to Cloninger, self- take their place. A point is earned for each line cleared, and
forgetful individuals are prone to be totally absorbed, if the player can clear more than one line at a time, he or
intensely concentrated, and fascinated by one thing [24]. she earns bonus points.
They may also forget where they are and loose all sense of
To proceed to a higher level, the player has to earn a given
the passage of time. Given these characteristics, highly self-
number of points within 2 min. The higher the level, the
forgetful individuals would also be expected to experience
faster the blocks drop. The game continues even if the time
higher presence when playing video games.
limit is reached and the player has not earned enough
Video games also vary wildly in terms of thrill and points. When the required number of points is earned, the
violence. It is likely that whether or not players find a player gets a new chance to try advancing to the next level
thrilling, violent game as more entertaining and engaging (time starts again from zero and the game area is cleared
compared to a nonviolent game with a happy atmosphere from all blocks). Thus, the aim is to form as many full rows
depends on the players enduring personality traits. In this as possible as fast as possible, and to proceed to as high a
connection, the Sensation Seeking trait might be level as possible. The game is over when the blocks pile up
particularly relevant, given that high sensation seekers have to the top of the game area. The practice session was played
a high general need for thrills and excitement [25]. Given with handicap 1 (i.e., the game starts from level 1), and the
these considerations, we also examined the potential actual two play sessions, easy and difficult, were played
moderating influence of personality traits on the players with handicaps 3 and 6, respectively. Tetris is a non-violent
responses to games. game that requires mental rotation and psychomotor
coordination.
METHODS
Super Monkey Ball 2
Participants
The game takes place in a surrealistic world with bright
Participants were 37 (26 male and 11 female) Finnish
colors and includes a game board hanging in the air and a
undergraduates with varying majors (1 participant was
cute little monkey trapped in a transparent ball. The game
about to apply to the University), who ranged from 20 to 30
view is from behind the monkey. The players task is to tilt
years of age. All participants played video or computer
the board to roll the ball towards a particular goal without
games at least once a month. They participated in return for
falling off the edge of the board to the deep. The player
three movie tickets.
needs to avoid obstacles and pick objects (bananas) as the
monkey rolls around the stages. The aim was to clear each
Design
stage with as high a score as possible. The player had 1 min
A 4 (Game) 2 (Level) within-subjects design was
to clear each stage and earned extra points for clearing the
employed.
stage in 30 s or less. The practice session was played at the
Beginner level, and the actual two play sessions, easy and
Games
difficult, were played at the Beginner and Advanced levels,
Four games were used in the study: (a) Tetris (Tetris
respectively. The Advanced-level stages were somewhat
Worlds; THQ International Ltd., Woking, UK), (b) Super
more challenging than the Beginner stages, but the points
Monkey Ball 2 (Sega Corporation, Tokyo, Japan), (c)
were awarded similarly at both difficulty levels. Super
Monkey Bowling 2 (Sega Corporation, Tokyo, Japan), and
Monkey Ball 2 is a relatively nonviolent game with happy
(d) James Bond 007: NightFire (Electronic Arts Inc.,
background music and atmosphere. It requires fast reflexes
Redwood City, CA). The games were played with the
and some strategy.
Nintendo GameCube (Nintendo Co., Ltd., Kyoto, Japan)
and presented on a screen using the Panasonic PT-LC75E
Monkey Bowling 2
Multimedia Projector (Matsushita Electric Industrial Co.,
This game takes place in a surrealistic world with bright
Ltd., Osaka, Japan). The image size was 114 cm (width) colors, a bowling lane situated in outer space, and a cute
85 cm (height), and the distance between the players eyes
little monkey inside a transparent (bowling) ball. The game
and the screen was about 200 cm.
view is mainly from behind the monkey. Before each
throw, a number of selections have to be made: (a)
throwing position, (b) direction, (c) strength, and (d) spin.

341
As a result of a poor throw, the monkey may fall off the Game Ratings
edge of the lane to the depth of outer space. There is little The games were rated using two items: (a) How
the player can do after the throw when the monkey is interesting the game was? and Did you find the game
rolling on the lane. poor or good? Participants rated the items on 7-point
scales, ranging from 1 (not interesting at all or very poor)
The practice session and the easier one of the actual play to 7 (very interesting or very good).
sessions were played using the Normal mode and Strike
rule. The game was almost like normal bowling. On each State Measures
turn, the player faced ten pins, had one throw to try
knocking the pins, and was awarded one point for each Valence and arousal
fallen pin. The more difficult one of the actual play sessions Participants rated their emotional reactions in terms of
was played with Challenge mode. The player faced valence and arousal to each of the games using 9-point
different formations of three pins. The player had to start pictorial scales. The valence scale consists of 9 graphic
from formation 7 and was allowed to proceed to formations depictions of human faces in expressions ranging from a
8, 9, etc. only when he or she had cleared the previous severe frown (most negative) to a broad smile (most
formation. Here also the player was awarded one point for positive). Similarly, for arousal ratings, there are 9
each fallen pin. This game requires motor coordination and graphical characters varying from a state of low visceral
evaluation ability. agitation to that of high visceral agitation. The ratings are
made by selecting a radio button below an appropriate
James Bond 007: NightFire picture. These scales resemble P. J. Lang' s Self-Assessment
In this game, the player acts as James Bond, a secret agent, Manikin [26].
and has to use different weapons and spy-craft gadgetry. As
Bond, the player operates in the snow-capped French Alps Momentary mood
to defeat the criminal mastermind Rafael Drake. The According to Watson, Wiese, Vaidya, and Tellegen [10],
practice session was played at the Operative difficulty level, PA and NA are the basic dimensions of self-rated mood.
and the two actual game sessions, easy and difficult, were Thus, we defined mood in terms of the five affective feeling
played at the Agent and 00 Agent difficulty levels, states that provide high and low end points on the PA and
respectively. At the higher difficulty levels, the opponents NA axes: joy, pleasant relaxation, fear, anger, and
are more intelligent and they can do more damage to the depressed feeling. Given that high NA encompasses both
player character. anger and fear that are differentiated on the dominance
dimension [27], and are related to distinct autonomic
All game sessions were played starting from the Exchange response patterns, fear and anger were assessed separately.
mission. The aim of this mission is to attend the VIP party We constructed 2- or 3-item scales consisting of affect
Drake is hosting at his castle and to find out if Drake has terms to assess the affective feeling states. Specifically, the
stolen the missing missile guidance hardware. The goal was scales consisted of joyful, lively, and enthusiastic (Joy);
to proceed as far as possible. The player earned one point relaxed and calm (Pleasant Relaxation); fearful and nervous
for each killed enemy (this was defined by the researchers (Fear); angry, annoyed, and aggressive (Anger); and
to enable the evaluation of the players performance). The depressed, tired, and dull (Depression). The participants
game is played from the first-person view and is fairly were asked to indicate to what extent they felt this way
natural looking. The game is rather violent and requires during the preceding game. Each of the items was rated on
psychomotor coordination and strategy. a 7-point scale, ranging from 1 (not at all) to 7 (extremely
much). These affect terms have previously been identified
Procedure as indicators of the targeted emotional dimensions [e.g., 10,
When arriving to the laboratory, the participant returned a 23, 28).
number of questionnaires that had been sent to him or her
beforehand. The participant was seated in a comfortable Presence
armchair, and after a brief description of the experiment, he The sense of presence of the participants was measured
or she filled out an informed consent form. There were after each game with the ITC-Sense of Presence Inventory
three 5-min game sessions for each of the four games; that (ITC-SOPI), a 44-item self-report instrument [29]. Previous
is, a practice session and two actual play session (i.e., easy work with the ITC-SOPI has identified four separate
and difficult). The games were played in a random order. factors: (a) Spatial Presence (19 items; e.g., I had a sense
The participant was told that the three best male and female of being in the game scenes, I felt I was visiting the game
gamers would be awarded one movie ticket as a bonus. world), (b) Engagement (13 items; e.g., I felt involved [in
After each of the actual game sessions, the participant rated the game environment], My experience was intense), (c)
the game as well as his or her emotional responses to the Ecological Validity/Naturalness (5 items; e.g., The content
game, mood, and sense of presence (the items were of the game seemed believable to me, The game
presented on a computer screen). The room was dimly environment seemed natural), and (d) Negative Effects (6
illuminated when playing the games. items; e.g., I felt dizzy, I felt nauseous). In the present

342
study, we used only the 37 items addressing the first three received the lowest ratings (Ms = 5.2, 4.9, 4.1, and 4.6 for
factors. The wording of some of the items was slightly Tetris, Super Monkey Ball 2, Monkey Bowling 2, and
altered to adapt the instrument specifically for use with James Bond, respectively). (Note that throughout this paper,
video games. Each of the items was rated on a 5-point only those effects that were significant are reported.)
scale, ranging from 1 (strongly disagree) to 5 (strongly
agree). The psychometric properties of the instrument have Emotional Ratings
been shown to be acceptable. Valence
The GLM Repeated Measures procedure revealed a
Trait Measures
significant main effect for game in predicting valence
Impulsive sensation seeking ratings, F(3,35) = 10.57, p < .001, eta2 = .48. As shown in
The Impulsive Sensation Seeking (ImpSS) scale is part of Figure 1 (top panel), Super Monkey Ball 2 elicited the most
the Zuckerman-Kuhlman Personality Questionnaire positively valenced emotional responses, while Monkey
(ZKPQ) [25]. The ImpSS scale consists of 19 items and it Bowling 2 and James Bond 007: NightFire elicited the least
can be divided into two subscales: (a) the impulsivity positive responses.
dimension describing a lack of planning and a tendency to
act impulsively (e.g., I tend to begin a new job without Arousal
much advance planning on how I will do it) and (b) the There was a significant main effect for game in predicting
sensation seeking dimension describing a general need for arousal ratings, F(3,35) = 17.93, p < .001, eta2 = .61. Super
thrills and excitement (e.g., I like doing things just for the Monkey Ball 2 and James Bond elicited higher arousal
thrill of it). The items were rated on a 5-point scale, compared to Monkey Bowling 2 and Tetris (see Figure1,
ranging from 1 (strongly disagree) to 5 (strongly agree). bottom panel). In addition, games played with a higher
difficulty level elicited higher arousal compared to easy
Self-forgetfulness
games, F(1,37) = 17.42, p < .001, eta2 = .32.
The self-forgetfulness trait would be expected to reflect an
individuals disposition to experience presence. It was
measured with the Self-Forgetful vs. Self-Conscious
Experience subscale of the Self-Transcendence scale
included in the Temperament and Character Inventory [24]. 7.2
This subscale includes 11 items (e.g., I often become so 7.0
fascinated with what Im doing that I get lost in the 6.8
Valence Rating

moment, like Im detached from time and place) rated on a 6.6


5-point scale, ranging from 1 (strongly disagree) to 5 6.4
(strongly agree). 6.2

6.0
Data Analysis
5.8
All data were analyzed by the General Linear Model 5.6
(GLM) Repeated Measures procedure in SPSS. Analyses Tetris Monkey Bowling
included two within-subject factors, i.e., game (4 levels: Monkey Ball Bond 007
Tetris, Monkey Ball, Monkey Bowling, James Bond) and Game
difficulty level (2 levels: easy, difficult). When analyzing
the moderating role of personality, there was also one 7.4
between-subject factor, i.e., impulsive sensation seeking or 7.2
self-forgetfulness (2 levels: low, high). The participants 7.0
were classified as low or high impulsive sensation seeking
Arousal Rating

6.8
and self-forgetfulness scorers on the basis of median splits. 6.6
6.4
RESULTS 6.2
6.0
Game Ratings
5.8
There was a significant main effect for game in predicting 5.6
interest ratings, F(3,35) = 15.14, p < .001, eta2 = .57. Tetris Monkey Bowling
Monkey Ball Bond 007
Monkey Bowling 2 elicited lower interest ratings compared
to Tetris, Super Monkey Ball 2, and James Bond (Ms = 3.9, Game
4.8, 4.7, and 4.8, respectively). The games were also
significantly differentiated by the overall goodness ratings, Figure 1. Valence (top panel) and arousal (bottom
F(3,35) = 15.45, p < .001, eta2 = .57. Tetris received the panel) ratings for the different games.
highest goodness ratings, while Monkey Bowling 2

343
Joy
The four games were significantly differentiated by joy 2.8

ratings, F(3,35) = 5.52, p = .003, eta2 = .32. As shown in 2.6


Figure 2 (top panel), Super Monkey Ball 2 elicited the

Anger Rating
2.4
highest joy ratings, but also James Bond elicited relatively
high joy. 2.2

2.0
Pleasant relaxation
The games were also significantly differentiated by pleasant 1.8

relaxation ratings, F(3,35) = 6.64, p = .001, eta2 = .36. As 1.6


Tetris Monkey Bowling
shown in Figure 2 (bottom panel), James Bond elicited Monkey Ball Bond 007
clearly lower relaxation compared to the other three games.
Game

5.0 4.0
3.8
4.8 3.6
3.4

Fear Rating
Joy Rating

4.6
3.2
3.0
4.4
2.8
4.2 2.6
2.4
4.0 2.2
Tetris Monkey Bowling Tetris Monkey Bowling
Monkey Ball Bond 007 Monkey Ball Bond 007

Game Game
3.8 Figure 3. Anger (top panel) and fear (bottom panel)
ratings for the different games.
3.6
Relaxation Rating

3.4

3.2
Depressed mood
3.0 The differentiation of the games by depressed mood was
2.8
also significant, F(3,35) = 8.43, p < .001, eta2 = .42. Figure
Tetris Monkey Bowling 4 shows that Monkey Bowling 2 elicited the highest
Monkey Ball Bond 007 depressed mood ratings, but also Tetris elicited slightly
elevated values.
Game

Figure 2. Joy (top panel) and pleasant relaxation


(bottom panel) ratings for the different games. 2.5
Depressed Mood Rating

2.4

2.3
2.2
Anger
2.1
There was a significant main effect for game in predicting
anger, F(3,35) = 16.29, p < .001, eta2 = .58. Figure 3 (top 2.0
1.9
panel) shows that James Bond elicited the highest anger
ratings and Monkey Bowling 2 the next highest ratings. 1.8
1.7
Tetris Monkey Bowling
Fear Monkey Ball Bond 007
The games were significantly differentiated by fear, F(3,35)
Game
= 13.36, p < .001, eta2 = .53. As was the case for anger,
James Bond elicited the highest fear ratings (see Figure 3, Figure 4. Depressed mood ratings for the different
bottom panel). However, Super Monkey Ball 2 elicited the games.
next highest fear ratings.

344
Bond 007 vs. Other Games interaction contrast, F(1,36) =
Presence Ratings
7.84, p = .008, eta2 = .18. As shown in Figure 6, James
Spatial presence Bond elicited higher engagement among high Impulsive
There was a significant main effect for game in predicting Sensation Seeking scorers compared to low scorers, while
spatial presence ratings, F(3,35) = 18.65, p < .001, eta2 = the reverse was true for the other games.
.62. As shown in Figure 5 (top panel), James Bond elicited
highest spatial presence, but also Super Monkey Ball 2
elicited relatively high ratings. In addition, games played 4.0

Presence-Engagement Rating
with a higher difficulty level elicited higher spatial presence
3.8
compared to easy games, F(1,37) = 78.92, p < .001, eta2 =
.68. There was also a significant Self-Forgetfulness Level 3.6

interaction, F(1,36) = 4.19, p = .048, eta2 = .10. That is, at a 3.4


lower difficulty level, highly self-forgetful players Imp. Sens. Seeking
3.2
exhibited higher spatial presence compared to low self-
forgetfulness scorers, while there was no difference 3.0 Low

between the groups at a higher difficulty level (see Figure 2.8 High
5, bottom panel). Tetris Monkey Bowling
Monkey Ball Bond 007

Game
3.2
Spatial Presence Rating

3.0
Figure 6. Presence-Engagement ratings for the
different games as a function of Impulsive Sensation
2.8 Seeking trait.

2.6

2.4
DISCUSSION
2.2
Tetris Monkey Bowling
In the present study, we examined the emotional response
Monkey Ball Bond 007
patterns and sense of presence elicited by games with
different characteristics (e.g., the view from which the
Game game is played, naturalness of the game, amount of
3.0 violence). The results showed that the four video games
(i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and
Spatial Presence Rating

2.9
James Bond 007: NightFire) elicited very different
2.8 emotional responses measured in terms of valence, arousal,
and discrete emotions (i.e., joy, pleasant relaxation, anger,
2.7 fear, and depressed feeling).
2.6 Self-Forgetfulness When inspecting the emotional profiles related to the
2.5 Low
present games, the following picture emerges. Tetris elicits
relatively high levels of positively valenced emotion and
High
2.4
Easy Difficult
pleasant relaxation, but also depressed mood; it elicits only
(relatively) low levels of arousal, joy, anger, and fear. Super
Level Monkey Ball 2 elicits high levels of positively valenced
emotion, arousal, joy, and pleasant relaxation, but low
Figure 5. Spatial presence ratings for the different levels of anger, fear, and depressed mood. Monkey
games (top panel). Spatial presence ratings for easy Bowling 2 elicits low levels of positively valenced emotion,
and difficult games as a function of self- arousal, joy, anger, and fear; however, it elicits high levels
forgetfulness (bottom panel). of relaxation and depressed mood. James Bond 007:
NightFire elicits low levels of positively valenced emotion,
pleasant relaxation, and depressed mood, and relatively low
Engagement levels of joy; it elicits high levels of arousal, anger, and
Engagement ratings paralleled the spatial presence ratings. fear.
That is, James Bond and Super Monkey Ball 2 elicited
If one wants to assess the goodness or badness of the
highest engagement, F(3,35) = 8.11, p < .001, eta2 = .41.
different games on the basis of the emotional responses
There was also a significant Impulsive Sensation Seeking they elicit, it is probably not sufficient to examine any

345
single emotion, but one should look at the emotional emotional response; this information can be applied in
patterns (profiles) associated with the different games. We game design. Our next study will address these issues.
believe that emotional response patterns elicited by video
We also found that the games were differentiated by the
games can be very useful in pre-testing the different
sense of presence (i.e., the perceptual illusion that a
versions of a game, for example. This is because emotions
mediated environment is not mediated) elicited by them.
have so central role in the determination of behavior,
James Bond 007: NightFire elicited highest presence (both
including gaming. Thus, it is likely that the emotional
spatial presence and engagement), which is not surprising,
response pattern elicited by a video game is a more
given the first-person view and naturalness of the game.
powerful predictor of the success of the game compared to
Perhaps also not surprisingly, the games played with a
simply asking players how good the game is. Previously, in
higher difficulty level elicited higher spatial presence (and
the context of advertising, it has been suggested that
arousal) compared to the easy games. A higher difficulty
measuring emotional responses is valuable in copy pre-
level of the game taxes the cognitive resources, thereby
testing [17].
diminishing attention paid to cues signalling that the game
Obviously, one cannot categorically conclude that the best environment is not real. Likewise, it was found that a
game is the one that elicits most positive emotions. dispositional tendency to self-forgetfulness resulted in
Conversely, it is not warranted to judge a game as poor if it increased spatial presence, but only when the game was
elicits negative emotions (i.e., anger and fear) as did James played at an easy level; when played at a difficult level, the
Bond 007: NightFire. As is the case for advertisements, a task difficultness was a sufficient factor to elicit high spatial
good game is likely to elicit a strong overall emotional presence (and there were no personality-related
response, whether positive (joy) or negative (fear and differences). Finally, we found compelling evidence for the
anger) [see 17]. On the basis of the present emotional suggestion that the reactions elicited by different games
profiles, a good guess would probably be that Monkey may vary as a function of the personality of an individual.
Bowling 2 is not a very good game; it does not elicit strong That is, James Bond elicited higher engagement among
emotions, with the exception of depressed mood. Of course, high Impulsive Sensation Seeking scorers compared to low
these suggestions should be validated by letting people to Impulsive Sensation Seeking scorers, while the reverse was
choose how much to play each game during a longer time true for the other games. This is intelligible, given the
period (i.e., one possible criterion variable), and by preference of high sensation seekers for thrills and danger.
examining the relationship of their long-term selections
In summary, different video games elicit very different
with the emotional profiles related to the games.
emotional response patterns and degrees of presence. These
It should also be recognized that the emotional profile constructs may be useful criterion variables in pre-testing
associated with Tetris may not be very flattering, even different versions of a game. The optimization of a game
though Tetris has (historically) been extremely popular may also be carried out so that the personality of the player
game. Although the popularity of Tetris may have partly is taken into account. That is, different emotionally optimal
been predicated on its inexpensiveness and low hardware versions of a game can be designed for users with different
requirements, it is apparent that games are not always personality traits.
played in order to feel strong emotions. They may also
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