{"title":"演奏的人在听音乐吗?游戏叙述中的沉浸感和动态音乐","authors":"Hans-Peter Gasselseder","doi":"10.1109/CIP.2014.6844512","DOIUrl":null,"url":null,"abstract":"Non-linear storytelling environments take us one step closer towards immersive experiences while relying heavily on the emotional congruency of the presented stimuli, such as music, as a function of user action. 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 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, structural-temporal alignment and emotional congruency of nondiegetic music. Investigating the perceived drama related semantic ecology of dynamic music in the likes of a Theory of Mind approach, different layers of virtual mind sets between the player, avatar and game environment are assumed to moderate a continuous regulatory modulation of emotional response achieved by context effects of dynamic music.","PeriodicalId":117669,"journal":{"name":"2014 4th International Workshop on Cognitive Information Processing (CIP)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2014-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Those who played were listening to the music? Immersion and dynamic music in the ludonarrative\",\"authors\":\"Hans-Peter Gasselseder\",\"doi\":\"10.1109/CIP.2014.6844512\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Non-linear storytelling environments take us one step closer towards immersive experiences while relying heavily on the emotional congruency of the presented stimuli, such as music, as a function of user action. 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 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, structural-temporal alignment and emotional congruency of nondiegetic music. Investigating the perceived drama related semantic ecology of dynamic music in the likes of a Theory of Mind approach, different layers of virtual mind sets between the player, avatar and game environment are assumed to moderate a continuous regulatory modulation of emotional response achieved by context effects of dynamic music.\",\"PeriodicalId\":117669,\"journal\":{\"name\":\"2014 4th International Workshop on Cognitive Information Processing (CIP)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-05-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2014 4th International Workshop on Cognitive Information Processing (CIP)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIP.2014.6844512\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 4th International Workshop on Cognitive Information Processing (CIP)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIP.2014.6844512","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Those who played were listening to the music? Immersion and dynamic music in the ludonarrative
Non-linear storytelling environments take us one step closer towards immersive experiences while relying heavily on the emotional congruency of the presented stimuli, such as music, as a function of user action. 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 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, structural-temporal alignment and emotional congruency of nondiegetic music. Investigating the perceived drama related semantic ecology of dynamic music in the likes of a Theory of Mind approach, different layers of virtual mind sets between the player, avatar and game environment are assumed to moderate a continuous regulatory modulation of emotional response achieved by context effects of dynamic music.