Emotional response patterns and sense of presence during video games: potential criterion variables for game design

  • Authors:
  • Niklas Ravaja;Mikko Salminen;Jussi Holopainen;Timo Saari;Jari Laarni;Aki Järvinen

  • Affiliations:
  • Helsinki School of Economics, Finland;Helsinki School of Economics, Finland;Nokia Research Center, Finland;Helsinki School of Economics, Finland;Helsinki School of Economics, Finland;The Finnish National Lottery, Finland

  • Venue:
  • Proceedings of the third Nordic conference on Human-computer interaction
  • Year:
  • 2004

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Abstract

We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses. Participants self-reported their emotional responses, defined in terms of joy, pleasant relaxation, anger, fear, and depressed feeling, and sense of presence. The results showed that games with different characteristics elicit differential emotional response patterns, and the engagement elicited by the games varies as a function of the Sensation Seeking trait of the player. Measuring emotional response patterns may have practical implications for game design, given that they give information on the game characteristics that maximize entertainment and pleasure, and may potentially be used in pre-testing different versions of the games.