Title

Eight ways videogames generate emotion

Document Type

Book chapter

Source Publication

DiGRA '07: Proceedings of the 2007 DiGRA International Conference: Situated Play

Publication Date

2007

First Page

831

Last Page

835

Publisher

The University of Tokyo

Keywords

emotion, player response, theoretical framework, aesthetics, ecological psychology

Abstract

Many fields are interested in how videogames can generate emotion but most have a very limited conception of what emotional response includes. This paper presents a comprehensive model of emotional response to the singleplayer game based on two roles players occupy during gameplay and four different types of emotion. The emotion types are based on different ways players can interact with a videogame: as a simulation, as a narrative, as a game qua game, and as a crafted piece of art. The paper then describes the various inputs videogames can provide to produce these types of emotions.

Publisher Statement

Copyright © 2007 Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.

Full-text Version

Publisher’s Version

Recommended Citation

Frome, J. (2007). Eight ways videogames generate emotion. In A. Baba (Ed.), DiGRA '07: Proceedings of the 2007 DiGRA International Conference: Situated Play (pp.831-835). Japan: The University of Tokyo. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/07311.25139.pdf