Saturday, 22 December 2007

Week 13 Journal


Week 13

22/12/07


This week started with me reading through the design document to check for any errors. Any changes that I felt had to be made was discussed and then amended if necessary.

The rest of this week was spent concentrating on the delivery of the presentation. It was practiced many times while James and Phil gave us their opinion on how to improve the presentation.

The presentation was delivered on the Thursday. The presentation went very well and I feel that I couldn’t have gone much better. For the feedback and any questions asked see the team blog.

This ends my time as milestone manager. It has been a very hectic time as we didn’t have much time to do all the work. The work load was managed and planned well and with some good team work it was all completed within the time of the milestone. There was a bit of a push towards the end of the milestone for practicing the presentation, but I feel we did the best we could and this shown in the presentation that was delivered.

I look forward to the next milestone as this involves building the level, and I particularly like level building.

Sunday, 16 December 2007

Week 12 Journal


Week 12

16/12/07

This week started with me writing up my sections for the level design chapter of the design document. The sections that I wrote were the level flow chart and the game flow and interaction.

On Monday I made sure that this work was completed and ready to be viewed by the team so it could be placed into the design document.

There was a change to the project on Monday as well. Over the last few weeks there were concerns being raised that a single change in colour would give us very little results, so it was discussed amongst the team and one of the supervisors what would be the best direction to go in from here.

It was finally decided that we would create a level which evoked the emotion of fear, after this had been suggested before in past supervisor meetings. We would then remove the colour and lighting from the level to see what response we get.

On Tuesday due to the changes in our project I started to amend the design document with the help from Nick. After the relevant changes were made, I started to prepare the plan for the presentation.

On Wednesday I continued to work on the presentation plan, while Nick prepared the content.

In the team meeting with supervisors (See team blog for more details), we discussed the change to the project and it was agreed that this was the right direction for the project to take. It was also discussed that research into lighting techniques in films and games would have to be research and prototyped before we implement them into our final level.

For this final week I will be practicing the presentation ready for delivery on Thursday.

Saturday, 8 December 2007

Week 11 Journal


Week 11

8/12/07

This week saw the start of Milestone Two. The first team meeting took place on Monday. I helped the team with Brain Storming ideas for the level. It was decided after the Brain Storm that each team member should go away and draw up their own plans ready for the next team meeting on Tuesday.

During the Brain Storm it was decided by the team that the level will be set in an office block, this is so the décor can remain neutral and not have any influence over the test participants.

Over Monday night I thought up plans that could be used for the office idea. In Tuesday’s meeting I discussed my idea with the team. In the end the team decided to use a combination of two maps drawn up by team members. While these maps were refined during discussions a level flow was produced. This is so each team member has a clear understanding of how the level will be set out.

On Wednesday the team met up once again to discuss the level plans. It was decided that Microsoft Visio Plans will be drawn up of each floor of the office. Each team member drew up the plans of a floor each. I draw up the plans for the third floor with the help and input of all team members. Now these were complete we could show the Supervisors our plans on Thursday.

For the supervisors meeting on Thursday (See Team Blog for more details) we discussed the level plans and the ideas we have for our final artefact. An important point that was raised was that we would need a control group. This is to make sure that the colour change in our level is going to make a difference and give us valid results. This point is very important to the project and will be discussed by the team next week.

The final team meeting took place on Thursday afternoon. This was to discuss the level design chapter of the design document. As Milestone Manager I discussed with the team who would want to do each section and these were assigned once each team member was happy with what it was that they had to do. The Gantt chart was then updated with the help of the team.
This week I will be writing the level flow and the Gameplay elements sections of the design doc. I will also be adapting the draft questionnaires which were discussed during the Supervisors meeting.

Saturday, 1 December 2007

Week 10 Journal

Week 10

1/12/07


This week, my role in the project was to make sure that the Milestone presentation was delivered to the supervisors at a high standard. From the week 9 supervisors meeting it was suggested that only two team members deliver the presentation, this is so that it is delivered in a professional manner. It was decided that the milestone manager (Phil) and James will deliver the presentation.

The first thing that I concentrated on was to help Nick with the style and content of the presentation. Once it was agreed what was going into the presentation, the presentation was built and was ready to be practiced by Phil and James.

After the weekend, James and Phil practiced the presentation many times with me and Nick giving them any help where it was needed. On Thursday the presentation was delivered to the supervisors. I believe that it was delivered successfully, and come across to the supervisors in a clear manner. The supervisors highlighted a few areas that needed to be addressed (See Team Blog) and we will go into these points in the next supervisors meeting.

With the presentation now completed, that concludes Milestone One. For Milestone Two I will be the Milestone manager, and making sure that this Milestone runs as smoothly as the Milestone One.

For the coming week I will be concentrating on working with the team to start the level design section of the design document.

Friday, 23 November 2007

Week 9 Journal

Week 9

23/11/07

At the end of week 8 I explained that a new testing method needed to be found to replace the Geneva Appraisal Questionnaire (GAQ). Over the weekend of the 17th & 18th Nov, I carried out extensive research to help the team find a new method of testing for colour emotion. Although the Self Assessment Manikin (SAM) had been identified early on as a suitable method of measuring emotion, I needed to find evidence that it could be used to measure colour emotion. After finding several journals that provided the information that I needed, I spoke to Nick who had also come to the same conclusion, that SAM would be a suitable replacement for the GAQ, which was very pleasing to hear as this meant that the research that I was carrying out was along the right lines for the team. Also in this conversation, it was highlighted that SAM is sometimes used with a physiological test to back up the results that SAM provides. So this was the next stage of the research that I carried out. After more research I could identify that SAM was also used in conjunction with a physiological test such as heart rate monitoring and skin conductance. After relaying this information back to the team and taking all their points on board it was decided by the team that we should use heart rate monitoring in conjunction with SAM to test our participants.

It was then decided that I should write a rationale for using SAM and Heart rate. James and I used the best journals that had been found throughout the weekend to gather quotes; once this was done I wrote a small literature survey to back up our new method of testing our participants. This piece of work would go into the appendix of our design document. While I was writing this I was keeping in contact with Nick and Phill as they were looking into the methods of calculating the data collected using SAM.

Due to the new methods of collecting participant’s data, some of the design document had to be amended. Firstly I added some more information to the questionnaire section, because I felt it necessary to explain the SAM form that would be handed out. I then went onto write the testing procedure chapter again with the help of Phil.

The weekend of work proved to be very difficult with the extensive research that took place, but I know feel that this work has been fully justified with our new measuring emotion method. This new method will also allow us to gain more accurate results, so in the long term, will allow for a more accurate and detailed write up at the end of the project.

The rest of the week was spent working on the presentation. I helped Nick construct the presentation for the rest of the team to work on.

On Thursday we had the supervisory meeting (See team blog for more details). The first twenty minutes of this meeting was spent talking about the large amount of work that we are putting into this project. My personal feelings towards this, is that the work that we are putting into this project only reflects the nature of the project. At the beginning of the project a lot of research had to be carried out into many different areas, which included; psychology, emotion, film making techniques, emotion in computer games, this work then had to be narrowed down in into many different areas such as mise en scene and colour emotion. When it comes to writing the documents, I feel that I am only working hard to keep the quality high and to reflect the hard work that the team is putting into the project. For example, for the design document we wanted to give it a professional feel so we researched some computer game design documents written by Chris Taylor and Tim Ryan. This would then ensure that all areas of the design document are covered.

Although I do feel that I have been working very hard towards this project, this is only to ensure that the team has the best chance to be successful in completing the project to a high standard.

For the next week, I will be making sure that the team is ready to give the presentation to the supervisors on Thursday 29th Nov.

Friday, 16 November 2007

Week 8 Journal

Week 8

16/11/07


The first thing that I worked on at the beginning of week 8 was the film analysis. As explained in week 7 I will be analysing the film Hero. From watching the film it was clear to see that colour was a very important aspect to this film. It tells different stories and uses colours to emphasize the emotion being portrayed. For example it uses the colour red for the story about love and passion. There is a document that I have written in the appendix of the design document.

The next phase of work was to start writing the first draft of the design document. The first chapter that I wrote was the Questionnaires. This is a short section explaining that we will have a pre test questionnaire so that participant’s profiles could be gathered before the testing phase commences. The next chapter that I wrote was the testing phase. This section explains the testing procedure that the team will be using when we start testing. The final section that I wrote was the data analysis chapter. This chapter explains how we will be gathering our results from the testing phase. The team wrote all their sections over 3 days, so that at the beginning of week 8 the documents could be edited together and ready for the Thursday meeting with the supervisors.

After the Thursday meeting with the supervisors we had a meeting with Dr John Charlton (See team blog for more details). A very important point came out of this meeting. The Geneva Appraisal Questionnaire (GAQ) system that we planned on using is not entirely suitable for collecting data for the emotion felt when changing colour, it was suggested that we should look for a questionnaire about the psychology of colour that would fit in with our project or we could monitor the heart rate of the participants to look for a change in their emotional state. After this meeting I carried out some research, looking into using the heart rate method of collecting data. I read through ‘The effects of sound and colour on responses to a computer game’
This document used the heart rate monitoring method to look for the effects of colour change in a computer game. Along with this document I read through ‘Development of an emotion – responsive colour adaptation process for the interactive virtual building model’ which was found by Phil. This document gave us the evidence that colour change induces a Physiological change and this can be monitored using the heart rate. After this research was carried out I wrote a new draft proposal for the new method of testing. Once this new method is accepted by the team and the supervisors are happy with our new testing method I will rewrite the testing phase of the design document.

For the next week I will be continuing to research the new method of testing and helping the team finish the design document. Additionally, I will be helping the team start the presentation work ready for the first milestone.

Saturday, 10 November 2007

Week 7 Journal

Week 7

11/11/07


The first thing that I did at the beginning of this week was to set up a Google Mail Account (battisonmatt@googlemail.com). This would allow me to access Google Docs. My other team members also set up Google Mail Accounts, and now we all have access to our documents on Google Docs.

Another important task was to watch the Scrum Video. This was a very interesting video. It was about project management and how it can be used to complete a project in time and how best to use the time available to you.

At the first team meeting I showed the team the notes that I had taken on the Scrum video and as a team we discussed how best to utilise the Scrum techniques. It was decided that we would use Microsoft Project and produce a Gantt chart to show progress in our project. It was decided after more discussions between Nick and myself that we would appoint a milestone manager to look after the project. This milestone manager would be responsible for keeping the Gantt chart up to date. Also, team members who have been appointed individual tasks will have to 'check in' their work so the Gnatt chart is kept up to date, and any problems that arise will be tackled together as a team; this is to ensure that the project does not fall behind schedule. The last point that myself and Nick devised was that for each milestone there will be a different milestone manager.
By using this system we allocated tasks to one another and decided that the work would be completed by Monday 12th Nov 07. It was decided that I would carry out the initial research for the film presentation.

Although we had already had been assigned our tasks, we decided as a team on Thursday 8th Nov 07 to start researching the different areas of the design document because it would be a large document. Each member was allocated a different area of the design document to look at. I decided to look at the questionnaires, usability testing and the data analysis.

For my film analysis it was decided that I would look at Hero. The film was released in 2003 and was directed by Zhang Yimou. It was decided that this film would be used because of its use of colour throughout, to tell the different stories. I watched the film, and made notes of my thoughts while watching it. I then read through the journal ‘The Expression of Colours’ again and used the table of colour and emotion and applied this to the film.

For next week my aim is to have the film analysis complete and ready for the team to use. I will also have my sections of the of the design document ready for use.

Sunday, 4 November 2007

Week 6 Journal

Week 6
04/11/07
During this last week my focus has been on helping the team finish the deliverables. I helped make changes to the design document and the plan. Once these were finished the team read through all the documents and the final amendments were made. These were now ready to be handed in on the 31/10/07.

As part of the team, we started to look toward the next milestone. One area that we looked into first was the analysis of a film. I provided the team with a list for the book The visual story: Seeing the structure of film, TV and new media. This list had films that the book recommened watching because of their use of colour.

After the team meeting with the supervisors (see Team Blog for more details), we held another team meeting to decide how to start working towards the next milestone. I will looking at some of the films to see what one will be best to analyse, I will also create a GMail account so Goggle Docs can be accessed, also I will watch the scrum video to better understand agile software development methods for project management.

Friday, 26 October 2007

Week 5 Journal

Week 5
26/10/07


Throughout last week, the team has been concentrating solely on the deliverables, which are to be handed in on the 31st Oct. The first thing that was done was to plan the literature survey. We set upon a set of titles for the survey and then took a section each and started to write. After a day of writing, the document and the different sections were edited together by Nick. Once this was edited together, the team wrote the introduction and conclusion and then the abstract. Once all this was together and the first draft was complete, the team read through it and made any changes that needed addressing. This was then sent to Claire Brierley before the meeting on Wednesday, so she could read through it and give us feed back.

The next stage was to write the rest of the deliverables. The academic pitch was written by Nick, this was then passed around the team for them to review and suggest any changes. After a lot of team meetings, where we discussed what we wanted to go in the design document James went and wrote the first draft. When this was complete and the team had reviewed what had been written, myself and Nick went and refined the document until we were satisfied that everything had been included. Finally, the milestones had to be decided upon. Nick had devised some milestone dates, which were discussed between the team and then document was written as a group

On 24th Oct we had a meeting with Claire Brierley who gave us advice about improving our literature survey and academic pitch. The recommendations were taken on board and we changed our literature survey and academic pitch accordingly.

On 25th Oct we had our team meeting with the supervisors. This meeting went very well as they were pleased with the progress we had made with our deliverables. Advice was given to us to improve the design document and plan. For more details, see the team blog.

For the next week, the aim is complete the improvements for the deliverables, and start to have team meetings as to how we aim to work towards the next milestone.

Thursday, 18 October 2007

Week 4 Journal

19/10/07
After a meeting with the supervisors on 18/10/07, it was decided that we would have to focus our research on only one aspect of mise en scene, as there are too many variables for us to test in this project.
After a team meeting it was decided that we should concentrate on colour and lighting. We already had research into this area so continuing our research would not be a problem.
Journals
El-Nasr, Magy Seif (2005) INTELLIGENT LIGHTING FOR GAME ENVIRONMENTS School of Information Science and Technology Pennsylvania State University
http://faculty.ist.psu.edu/seifel-nasr/conference/Magy_JOGD.pdf

Tuesday, 16 October 2007

Week 3 Journal


Week 3
16/10/07

This week I have concentrated on reading the final journals and books which are listed below.

This week we also had another meeting with Dr. John Charlton, in this meeting he gave us some more resources to look at including extracts from a book on emotion. (For more details, refer back to the team blog)

The final thing I have been doing is planning for writing my part for the literature survey. This is what I will be working on over the next week.

Reading


1.

Gibbs, John (2002), Mise-en-scene: Film Style and Interpretation. Great Britain, Wallflower Press
Chapter 1. The elements of Mise-en-scene, Pg 5-26


This opening chapter from this book outlines what mise-en-scene is, and gives examples from films and goes into great detail about each aspect of mise-en-scene.

2.

King, Geoff. (ed.) Krzywinska, Tanya. (ed.) (2000) Screenplay: Cinema/Videogames/interfaces. Great Britain, Wallflower Press

Chapter 5. Vision and Virtuality: The construction of Narrative Space in Film and computer games

Chapter 6. Watching a game, playing a movie. When media collides.

Both of these chapters proved useful. Chapter 5 was about how space can be used in computer games and compared it to the use of space in film. This chapter can be linked with a previous journal, Composing Space: Cinema and Computer Gaming - The Macro-Mise en Scene and Spatial Composition.

Chapter 6 was looking into games cutscenes and how game designers are use film techniques to make cutscenes fill cinematic.

3.

Block, Bruce (2001). The visual story: Seeing the structure of film, TV and new media. Great Britain, Focal Press

This is a very interesting book and I feel that this will come in very handy when we start to look into making our own scenes using a games engine. It goes into detail about how to utilise each aspect of mise-en-scene.

4.

Game Theory Episode 25 - Design
http://www.gametheoryshow.com/index.php?post_id=264810
Date accessed: 14/10/07


This is a Podcast that had a interview with Activision games designer James Portnow, in one section of this Podcast he discusses the role that colours play in games design. Listening to this prompted me to look for Portnow’s Games Design Column.

5.

Portnow, James (2007) GAME DESIGN: The Effects of Colour
http://www.next-gen.biz/index.php?option=com_content&task=view&id=7288&Itemid=50&limit=1&limitstart=0
Date accessed: 14/10/07

This article goes into why colour is an important factor in games design. We have already read into this and this document goes well with what has been read already

6.

Portnow, James (2007), GAME DESIGN: The Bifurcated Mind
http://www.next-gen.biz/index.php?option=com_content&task=view&id=6652&Itemid=50&limit=1&limitstart=1
Date accessed: 14/10/07

This was an interesting article to read. It goes into the choice that gamers are given throughout the game they are playing and weather this can be used to greater effect. It asks the question weather the choice we are making is just a calculation:

“Recognizing the difference between choice and calculation is essential.”

This goes very well with the link that we found between film and gaming.

7.

The Valve Developer Community, Colour Theory (Level Design)
http://developer.valvesoftware.com/wiki/Color_theory_%28level_design%29
Date accessed: 15/10/07

This article explains why it is important to have the right colour in games. It has a good example where it looks at a screenshot of Half Life 2 and explains what colours are used and why.

Tuesday, 9 October 2007

Week 2 Journal

Week 2

09/10/07

This week I continued with more journal reading which are explained below.

Upon receiving the first task which is due on the 31st October, the team started to discuss ways in which this could be completed. We have started this by narrowing down our research to areas that we feel are important and we now feel we are getting closer with a pitch idea.

This week I have concentrated on reading documents about mise en scene and the subjects that this raises such as lighting techniques in games.

On 09/10/07, the team had a meeting with John Charlton. This was the person who we were advised to speak to in our first team meeting with the supervisors, for full details on this discussion see our team blog.

Journals

1.

Anthony, Reverend (2007) Bioshock’s storytelling flaws
http://www.destructoid.com/exploring-i-bioshock-i-s-storytelling-flaws-46498.phtml
Accessed 4/10/07


This is a document that goes into great detail about the recent game Bioshock. It raises a point about cutscenes and weather they should be interactive or non interactive. It goes onto explain that the cutscenes can remove players from the experience if done incorrectly.

It then goes into the mise en scene in Bioshock. It talks about the visual clues into the story that the player can see if they explore the world in Bioshock thoroughly.

2.

Anthony, Reverend (2007) Fun isn’t enough: Why video games have to move beyond simple escapism
http://www.destructoid.com/fun-isn-t-enough-why-video-games-have-to-move-beyond-simple-escapism-30905.phtml
Accessed 4/10/07

This Blog raises some interesting points. The first of these is that it suggests that gamers always remember sad moments in games more then they will remember happy moments. This is an interesting point as it suggests that sadness is a much stronger emotion then happiness. It also gives a few examples of how emotion can be evoked using simple ideas such as having to protect a vulnerable NPC throughout the game, if this NPC was to die suddenly, the article asks how would that make you feel.
It also has this quote which describes how games can be used to stimulate emotions.

“But consider the attributes of video gaming, as a medium. Video games can use text in large quantities without receiving copious amounts of criticism. Video games can use lighting, cinematography, mise en scene. Video games can use music, and video, and illustration. And, most importantly, video games are interactive. Video gaming, as a medium, is the single most inclusive art form ever created. Not only can it use the tools of filmmaking, illustration, literature, and music, but it actually forces the participant into the situation instead of allowing him to act as a passive bystander”

3.

Seif El-Nasr, Magy, Niedenthal, Simon, Knez, Igor, Almeida, Priya, Zupko, Joseph (2006) Dynamic Lighting for Tension in Games
http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko
Accessed 6/10/07

This article spoke about how lighting can be used to evoke emotions from a game player. It has some very good quotes which I have included below:

Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-én-scene.

…“game aesthetics” as a sensory phenomena that the player encounters in the game: the visual, aural and haptic (and embodied) experience of gameplay (cf. www.gameinnovation.org), while the other defines it as an expression of the game experienced as pleasure or emotion, with focus on the “aesthetic experience”

According to psychology theory, the prototypical aesthetic experience is one in which attention is firmly fixed upon the components of a visual pattern, excludes the awareness of other objects or events, is dominated by intense feelings or emotions and is integrated and coherent

…just like light in real space, simulated illumination in virtual space has a direct effect upon participants’ emotional experiences. Knez and Niedenthal (forthcoming) have demonstrated that warm and cool simulated illumination conditions have differing emotional and performance effects upon players

Currently, game developers and designers adopt cinematic and animation lighting techniques to enrich the aesthetic sense of the virtual space and the gaming experience. For example, game lighting designers manually manipulate material properties and scene lighting to set a mood and style for each level in the game.


This document goes very well with The Expressions of Colours journal, as this article explains about different coloured lighting and the effects it can have on the gameplayer. This article also the type of experiment that they carried out and the results that they got from them

4.

Jones, Mike, Composing Space: Cinema and Computer Gaming - The Macro-Mise en Scene and Spatial Composition.
http://www.dab.uts.edu.au/research/conferences/imaginary-worlds/composing_space.pdf
Accessed 7/10/07


This document goes into great detail about the macro mise-en-scene which I have been reading and watching about in previous journals and videos. Below is a selection of quotes from the document which I found interesting.

The process of designing and producing a 3D game is both aesthetically and practically that of creating a macro-mise en scene containing the entire imaginary world. During game play individual frames will be ‘composed’ by the camera/player but the larger macro-mise en scene remains fully intact and the player/viewer’s awareness of it as a composition is never diminished.

…the Macro-mise en scene. The audience may be viewing the narrative/story/experience through the hard borders of a visual frame but there is no illusion or pretence of the frame presenting any sense of a totality of vision because of a larger composition constructed for the viewer through spatially specific sound. The viewer accepts that the frame is just a small part of the composed scene, not the scene in it’s entirety.

All this would imply that, if it can be argued FPS gaming and the worlds games construct holds at its core an ideal of immersive realism, then Half Life 2 is a game that confirms Bazinian ideas of long-take mise en scene as the best embodiment of cinematic realism.

Other things which the document talks about is how important sound is to the macro mise en scene because it helps make up the scene around the player.

During this last week my journal reading has become a lot more focused on the important areas of the project, such as macro mise en scene and more focused details on mise en scene such as lighting and the use of colour. Over the next week I am hoping to decide (as a team) a final area of investigation for this project and start to writing up the literature survey.

Wednesday, 26 September 2007

Week 1 Journal

Week 1

Date 3/10/07

Over the past week since receiving the project, I have read many journals to help understand the title and hopefully start to move the project forward with a pitch idea.

Below is a list of journals I have read so far with a brief description

1.

M. Lewis & J. M. Haviland-Jones, Editors (2000).Evolutionary Psychology and the Emotions
http://www.psych.ucsb.edu/research/cep/emotion.html
Date accessed: 27/09/07


This document focuses on emotions and uses fear as its example. It goes into great detail about what happens to the body during emotion such as fear. Later on in the document it goes onto how to characterize an emotion, which could come in useful later into our project.

2.

Evoking fear in video games
http://everything2.com/index.pl?node_id=1528238
Date Accessed 28/09/07


This gives seven methods which are used by game developers to will try and induce a state of panic or fear in the gamer. From this document I am going to do some research into conditioned response as this seems like an interesting topic to look into..

3.

Darryl Charles and Michaela Black (2005), Dynamic Player Modelling: A Framework for Player-centred Digital Games. http://www.cp.eng.chula.ac.th/~vishnu/gameResearch/AI_november_2005/DynamicPlayerModelling.pdf
Date Accessed: 28/09/07


There was only one piece of information that I could take from this journal and that was that game players will sometimes adapt there own gameplay style due emotional response.

4.

Daniel Muller, Heather Logas, Mise-en-scène Applied to Level Design: Adapting a Holistic Approach to Level Design
http://www.digra.org/dl/db/06276.13262.pdf
Date Accessed: 28/09/07


This was a very good journal; it explains how mise-en-scene can be applied to level design and how emotion can be portrayed by using the techniques that are used in films.

One quote stood out from this article:

“In the future, level designers have the opportunity to become a very important part of creating more emotional experiences in games. Examining the ways mise-en-scéne is used in film will help these designers adapt a holistic approach to their own discipline and create deeper resonance with the player for whom the game is ultimately created.”

I feel that mise-en-scene is a very important aspect to this project and should be investigated further.

5.

Eugénie Shinkle, Feel It, Don’t Think: the Significance of Affect in the Study of Digital Games
http://www.digra.org/dl/db/06276.00216.pdf
Date Accessed 30/09/07


This was another good article which brought affect into the emotion debate. It goes on to explain that affect is the ’emotional factors’ that motivate individuals to play games, and list beauty, aesthetics, enjoyment, and fun as possible affective factors

6.

Bernard Perron, A Cognitive Psychological Approach to Gameplay Emotions
http://www.digra.org/dl/db/06276.58345.pdf
Date accessed: 30/09/07


This was another brilliant journal. It was a study into the emotions the player is likely to feel during gameplay. It breaks up these emotions and gives them different names such as ‘Fiction emotion’ or F emotions, which the documents quotes as being

“Rooted in the fictional world and the concerns addressed by that world, the first type of emotions are referred to as fiction emotions or F emotions [27 : p. 65] To begin with, though the viewer or gamer visits, via the power of their imagination, a fictional world where he or she runs no risk, this world does have an emotional impact. It is not the same thing to step into the nightmarish city of Silent Hill, the corrupt neighbourhoods of Grand Theft Auto, or the fantasy worlds of Final Fantasy.”

(Fiction emotions or F emotions [27: p. 65]. This refers to the book Emotion and the Structure of Narrative Film: Film as an Emotion Machine by Ed S. Tan)

It goes on to give more examples such as the Artefact Emotion and the Gameplay Emotions

7.

Nicole Lazzaro (2004) Why We Play Games: Four Keys to More Emotion Without Story
http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf
Date Accessed 30/09/07


This was a very interesting journal to read as it was the results from a study into the emotional impact that games have. The final results gave ‘the four keys to unlock emotion with.’ These 4 keys are Hard Fun, Easy Fun, Altered States, and The People Factor.

8.

Veronica L. Zammitto, The Expressions of Colours
http://www.digra.org/dl/db/06278.05074.pdf
Date accessed: 1/10/07

This journal gave me another perspective into how emotions can be expressed on screen through the use of colour. It has a table in the journal that gives a list of colour and a description into the feeling that that colour gives off. This could come in useful as we continue through our project.

9.

Sienna, Mise-en-scène
http://www.gignews.com/mise_en_scene.htm
Date accessed: 1/10/07


This gives a good explanation into what mise-en-scene is:

“Mise-en-scene is a cinematography term, from the French, which means roughly '"Arranging the scene." Not to be confused with genre, it is the Mise-en-scène that implicitly defines the mood, color, style, and feeling of the world. It includes the style of art, camera movement, lighting, architecture, terrain, atmosphere, color palettes, and generally everything that is not a player controlled character or the graphic interface.”

10.

Jones, Mike (2007), Game Probe - Bioshock narrative architecture
http://www.youtube.com/watch?v=TSNE-Oz_iUM
Date accessed: 2/10/07

This video explains about how it is the composition of space and architecture (mise-en-scene) that creates the emotional content in games, and it uses Bioshock as an example. This is very interesting as I could see via the video what the narrator was explaining. This will hopefully prove to be a useful tool for what to look out for in games in the future.

11.

Campbell, Colin, Lazzaro, Game Theory Episode 9 – Emotion
http://www.gametheoryshow.com/index.php?post_id=216328
Date accessed: 2/10/07

This was a Podcast that was free to download and listen to. Colin Campbell and Nicole Lazzaro talk about the emotional gaps in gaming, and how with more research into the area of emotion in games can give the player a more in depth game experience.

There was one comment that stood out in this Podcast and that was that Lazzaro explains that in films that viewer has no choice as to what happens on screen, whereas in computer games the player has a choice and this can be a factor in the emotion that the player is feeling.

Overall I have read a lot of journals over the past week. There was some key information such as the mise-en-scene, which sets the scene in a film or game to convey emotion. Also the gameplay emotion is also very important. Further research into these topics will be continued over the next week.