{"id":{"repo_id":"calpoly","oai_identifier":"oai:digitalcommons.calpoly.edu:theses-2826"},"canonical_url":"https://search.dev.ndltd.org/etd/calpoly/oai:digitalcommons.calpoly.edu:theses-2826","repository":{"repo_id":"calpoly","name":"Cal Poly","base_url":"https://digitalcommons.calpoly.edu/do/oai/"},"display":{"title":"Inducing Emotional Response in Interactive Media","abstract":"<p>Video games, and entertainment media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Producing and editing game content in order to affect desired emotional experiences can be expensive and cumbersome to developers. This paper presents a study intended to show that such experiences can be affected with simple after-the-fact audio-visual effects. As subjects of the study, participants experience three different emotional states, fear, peace, and none, over three rounds and in three different game environments. They are given a simple narrative in each environment that directs them to gather various objects. The fear and peace emotional states are represented by carefully designed sets of simple audio-visual effects, while the none state represents the absence of any additional audio-visual effects. That states are randomly and non-repeatedly applied to the game environments for each participant. Over 50% of responses indicate proper emotions across emotion states for all levels, and rounds, and there are statistically significant effects between most emotional state comparisons. This means that it is indeed possible to induce emotional response with after-the-fact audio-visual effects, and it hints at future possibilities for drag-and-drop emotional experience ﬁlters</p>","abstract_html":"&lt;p&gt;Video games, and entertainment media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Producing and editing game content in order to affect desired emotional experiences can be expensive and cumbersome to developers. This paper presents a study intended to show that such experiences can be affected with simple after-the-fact audio-visual effects. As subjects of the study, participants experience three different emotional states, fear, peace, and none, over three rounds and in three different game environments. They are given a simple narrative in each environment that directs them to gather various objects. The fear and peace emotional states are represented by carefully designed sets of simple audio-visual effects, while the none state represents the absence of any additional audio-visual effects. That states are randomly and non-repeatedly applied to the game environments for each participant. Over 50% of responses indicate proper emotions across emotion states for all levels, and rounds, and there are statistically significant effects between most emotional state comparisons. This means that it is indeed possible to induce emotional response with after-the-fact audio-visual effects, and it hints at future possibilities for drag-and-drop emotional experience ﬁlters&lt;/p&gt;","abstract_has_math":false,"creators":["Reimer, Keenan M"],"institution":null,"degree_name":"MS in Engineering - Integrated Technology Management","degree_level":null,"degree_discipline":"Industrial and Manufacturing Engineering","degree_department":null,"school":null,"contributors":["Foaad Khosmood"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2016,"date_issued":"2016-08-01T07:00:00Z","date_published":"2016-08-01T07:00:00Z","updated_at":"2026-07-24T01:31:49Z","subjects":["Unity","Video Games","Emotion","Fear","Peace","Other Computer Engineering","Other Social and Behavioral Sciences"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier","label":"Identifier","values":["10.15368/theses.2016.121"],"render_values":[{"text":"10.15368/theses.2016.121","href":"https://doi.org/10.15368/theses.2016.121","code":true}]}]},"links":{"outbound_url":"https://digitalcommons.calpoly.edu/theses/1645","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Foaad Khosmood"]},{"key":"dc:creator","label":"Author","values":["Reimer, Keenan M"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2016-08-19T07:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Industrial and Manufacturing Engineering"]},{"key":"thesis:degree_name","label":"Degree Name","values":["MS in Engineering - Integrated Technology Management"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Unity","Video Games","Emotion","Fear","Peace","Other Computer Engineering","Other Social and Behavioral Sciences"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://digitalcommons.calpoly.edu/theses/1645","10.15368/theses.2016.121"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>Video games, and entertainment media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Producing and editing game content in order to affect desired emotional experiences can be expensive and cumbersome to developers. This paper presents a study intended to show that such experiences can be affected with simple after-the-fact audio-visual effects. As subjects of the study, participants experience three different emotional states, fear, peace, and none, over three rounds and in three different game environments. They are given a simple narrative in each environment that directs them to gather various objects. The fear and peace emotional states are represented by carefully designed sets of simple audio-visual effects, while the none state represents the absence of any additional audio-visual effects. That states are randomly and non-repeatedly applied to the game environments for each participant. Over 50% of responses indicate proper emotions across emotion states for all levels, and rounds, and there are statistically significant effects between most emotional state comparisons. This means that it is indeed possible to induce emotional response with after-the-fact audio-visual effects, and it hints at future possibilities for drag-and-drop emotional experience ﬁlters</p>"]},{"key":"dc:title","label":"Title","values":["Inducing Emotional Response in Interactive Media"]}]}],"canonical_facts":{"dc:contributor":["Foaad Khosmood"],"dc:creator":["Reimer, Keenan M"],"dc:date.available":["2016-08-19T07:00:00Z"],"dc:description.abstract":["<p>Video games, and entertainment media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Producing and editing game content in order to affect desired emotional experiences can be expensive and cumbersome to developers. This paper presents a study intended to show that such experiences can be affected with simple after-the-fact audio-visual effects. As subjects of the study, participants experience three different emotional states, fear, peace, and none, over three rounds and in three different game environments. They are given a simple narrative in each environment that directs them to gather various objects. The fear and peace emotional states are represented by carefully designed sets of simple audio-visual effects, while the none state represents the absence of any additional audio-visual effects. That states are randomly and non-repeatedly applied to the game environments for each participant. Over 50% of responses indicate proper emotions across emotion states for all levels, and rounds, and there are statistically significant effects between most emotional state comparisons. This means that it is indeed possible to induce emotional response with after-the-fact audio-visual effects, and it hints at future possibilities for drag-and-drop emotional experience ﬁlters</p>"],"dc:identifier":["https://digitalcommons.calpoly.edu/theses/1645","10.15368/theses.2016.121"],"dc:subject":["Unity","Video Games","Emotion","Fear","Peace","Other Computer Engineering","Other Social and Behavioral Sciences"],"dc:title":["Inducing Emotional Response in Interactive Media"],"thesis:degree_discipline":["Industrial and Manufacturing Engineering"],"thesis:degree_name":["MS in Engineering - Integrated Technology Management"]},"updated_at":"2026-07-24T01:31:49Z"}