Game designers plan: Emotions /July 8th 2021/

Jul 8, 2021 | Science | 0 comments

Creative teams have a plan for each part of their production. Each game sequence has a goal to lead to an emotional reaction. At least on paper. Then, narration and audio-visual assets become the tool that turns this emotion into reality.

However, without a way to measure the player’s emotion in real-time, there is no way to assess the effectiveness of how the tool was used by creative teams. Only the overall feelings are measurable, which means that statistically, the emotion most felt by the players will become the reference to describe the content.

In cognitive perspective psychology, we know that the human learning process is deeply linked to emotions. Emotions are linked with personality factors and are the result of past life experiences. Each individual has his own way to react to a situation. In few words, to make content memorable, the player has to feel emotions.

With OVOMIND’s technology, the emotional reactions can be assessed along with the play and compared with the game designer’s plan. For example, if one sequence of the game was designed to create joy, and no sign of joy is detected, the AI can propose more audio-visual events to reach this goal and make the sequence memorable not only for the majority but for each individual player!

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