Abstract
Sadness is a negative emotion, which aims at a deactivated physiological and behavioural state [21] and so this is easy to develop in film experiencing, where the viewer is passively watching and feeling. Interactive storytelling supposes active physiological behaviours and this raises the problematic – how to create sad deactivated moments during interactive sequences. In this paper we intend to develop and present different ways to approach this problematic and methodologies to implement interactive sad moments in virtual environments, as videogames. These moments will be defined as situations of affective attachment supported by virtual body touching, visually represented by virtual gently stroking body parts (shoulders, hands, hair), bear hugs, soft kissing and lying against each other cuddling.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Adams, E.: How To Be Weird (1999), http://www.Gamasutra.com
Bowlby, J.: Attachment and Loss. In: Loss: Sadness and depression, vol. 3. Basic, New York (1969)
The Champ, Franco Zeffirelli, MGM (1979)
Breznican, A.: Spielberg, Zemeckis say video games, films could merge, USA Today (2004)
Cameron, A.: Dissimulations - illusions of interactivity. Millennium Film Journal 28 (Spring 1995)
Currie, G.: Image and mind: film, philosophy and cognitive science. Cambridge University Press, Cambridge (1995)
Damasio, A.R.: Descartes’ error: emotion, reason, and the human brain. G.P. Putnam, New York (1994)
Fillingim, R.B., Maixner, W.: Gender differences in the responses to noxious stimuli. Pain Forum. 4, 209–221 (1995)
Frijda, N.H.: The emotions. Cambridge University Press, Cambridge (1986)
Gallese, V., Goldman, A.: Mirror neurons and the simulation theory of mind-reading. Trends in Cognitive Sciences 2(12) (1998)
Gross, J.J., Levenson, R.W.: Emotion elicitation using films. Cognition and Emotion (9), 87–108 (1995)
Harlow, H.F., Harlow, M.K.: Effects of various mother-infant relationships on rhesus monkey behaviors. In: Foss, B.M. (ed.) Determinants of infant behavior, vol. 4. Methuen, London (1969)
Holopainen, J., Meyers, S.: Neuropsychology and Game Design. Consciousness Reframed III (2001), http://www.stephan.com/NeuroBio.html
Izard, C.E., Ackerman, B.P.: Motivational, organizational and regulatory functions of discrete emotions. In: Lewis, M., Haviland-Jones, M. (eds.) Handbook of Emotion. Guilford Press, New York (2000)
Keltner, D., Young, R.C., Buswell, B.N.: Appeasement in Human Emotion, Social Practice, and Personality. Aggressive Behavior 23, 359–374 (1997)
Krueger, M.W.: Artificial reality II. Addison-Wesley, Reading (1991)
Lang, P.J., Bradley, M.M., et al.: Emotion, Motivation and Anxiety: Brain Mechanisms and Psychophysiology. Biological Psychiatry 44, 1248–1263 (1998)
Bach, R., Allard, J., Moore, P.: Electronic Entertainment Expo (E3), Microsoft (2005) transcripts, http://www.microsoft.com/presspass/exec/rbach/05-16-05E3.mspx
Murray, J.: Did it make you cry? Creating Dramatic Agency in Immersive Environments. In: Subsol, G. (ed.) ICVS-VirtStory 2005. LNCS, vol. 3805, pp. 83–94. Springer, Heidelberg (2005)
Rouse, R.: Games on the Verge of a Nervous Breakdown: Emotional Content in Computer Games. Computer Graphics 35(1) (2001)
Russell, J., Lemay, G.: Emotion Concepts. In: Haviland-Jones, M., Lewis, M. (eds.) Handbook of Emotion, Guilford Press, New York (2000)
Spitz, R.: Hospitalism: An inquiry into the genesis of psychiatric conditions in early childhood. In: Psychoanalytic Study of the Child, vol. 1, pp. 53–74. International Universities Press, New York (1945)
Tamaki, J.: EA, Spielberg Team Up to Make Video Games. Los Angeles Times (2005)
Tan, E.S.: Emotion and the structure of narrative film: film as an emotion machine. L. Erlbaum Associates, Hillsdale (1996)
Zagalo, N., Barker, A., Branco, V.: Princípios de uma Poética da Tristeza do Cinema. In: 4º Congresso da Associação Portuguesa de Ciências da Comunicação - SOPCOM. Universidade de Aveiro, Portugal (2005)
Zagalo, N., Torres, A., Branco, V.: Emotional Spectrum developed by Virtual Storytelling. In: Subsol, G. (ed.) ICVS-VirtStory 2005. LNCS, vol. 3805, pp. 105–114. Springer, Heidelberg (2005)
Zillmann, D.: Mechanisms of emotional involvement with drama. Poetics (23), 33–51 (1994)
Lady in the Lake. Robert Montgomery, MGM (1947)
Gallese, V.: The ‘Shared Manifold’ Hypothesis - From Mirror Neurons To Empathy. Journal of Consciousness Studies 8(5-7), 33–50 (2001)
Max Payne: Sam Lake, Rockstar Games (2001)
Ico: Fumito Ueda, Sony Computer Entertainment Inc. (2001)
Half-Life 2. Gabe Newell, Valve Software (2004)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2006 IFIP International Federation for Information Processing
About this paper
Cite this paper
Zagalo, N., Torres, A., Branco, V. (2006). Passive Interactivity, an Answer to Interactive Emotion. In: Harper, R., Rauterberg, M., Combetto, M. (eds) Entertainment Computing - ICEC 2006. ICEC 2006. Lecture Notes in Computer Science, vol 4161. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11872320_6
Download citation
DOI: https://doi.org/10.1007/11872320_6
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-45259-1
Online ISBN: 978-3-540-45261-4
eBook Packages: Computer ScienceComputer Science (R0)