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Title:      RE-SCORING THE GAME’S SCORE DYNAMIC MUSIC AND IMMERSION IN THE LUDONARRATIVE
Author(s):      Hans-Peter Gasselseder
ISBN:      978-989-8533-22-7
Editors:      Katherine Blashki and Yingcai Xiao
Year:      2014
Edition:      Single
Keywords:      Dynamic Music, Video Games, Immersion, Presence, Emotion, HCI.
Type:      Full Paper
First Page:      115
Last Page:      122
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      A pilot study was conducted to explore immersive presence as well as emotional valence and arousal in the context of dynamic and non-dynamic music scores in an action-adventure video game. 60 subjects answered self-report questionnaires of experiential states each time after playing the game 'Batman: Arkham City' in one of three conditions accounting for (1) dynamic music, (2) non-dynamic music/low arousal potential and (3) non-dynamic music/high arousal potential, in this way manipulating emotional arousal and structural-temporal alignment of events in the resulting emotional congruency of nondiegetic music. Whereas imaginary aspects of immersive presence are systemically affected by the presentation of dynamic music, sensory spatial aspects show higher sensitivity towards the arousal potential of the music score. It is argued that a compatible integration of global and local goals in the ludonarrative contributes to a motivational-emotional reinforcement that can be gained through musical feedback. Accordingly, contextual effects associated with dynamic music may be involved in regulating emotional response continuously which may be put in use as a protective factor for post-gameplay temporary aggressive tendencies.
   

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