Filtering by
- All Subjects: emotion
- Creators: Arts, Media and Engineering Sch T
- Creators: Roberts, Nicole A.
- Member of: Theses and Dissertations
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Resource Type: Text
Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.
For Aim 2, the impact of individual and interpersonal emotion regulation processes on relationship health was examined using a series of regression analyses. Finally, Aim 3 was tested using structural equation modeling (SEM). Results suggest those with social anxiety show specific, but not general, deficits in individual emotion expressivity and interpersonal emotion regulation, and both individual and interpersonal emotion regulation had positive effects on relationship health. Regarding the primary analyses, interpersonal emotion regulation fully mediated the association between individual emotion expressivity and relationship health. Further, although the strength of these paths varied between groups, the valence and general pattern of these findings were similar for both those with social anxiety and those without. The study provided novel insights into the role of interpersonal emotion regulation in relationship health, and extended previous findings on emotion regulation and relationship health among those with social anxiety.
Song Sift is an application built using Angular that allows users to filter and sort their song library to create specific playlists using the Spotify Web API. Utilizing the audio feature data that Spotify attaches to every song in their library, users can filter their downloaded Spotify songs based on four main attributes: (1) energy (how energetic a song sounds), (2) danceability (how danceable a song is), (3) valence (how happy a song sounds), and (4) loudness (average volume of a song). Once the user has created a playlist that fits their desired genre, he/she can easily export it to their Spotify account with the click of a button.