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- Creators: Barrett, The Honors College
- Creators: Kavazanjian, Edward
People have known about mass biodiversity loss and the human actions that drive it for decades now, and yet we have largely failed levels to change our behavior to protect the environment. What’s failing to motivate people to change? Some conservation psychologists have partially blamed the negative way we communicate about environmental issues for paralyzing audiences into doing nothing because they feel helpless to change such a big problem. Instead, many psychologists have called for using positive emotions in communication to motivate an audience, but there’s still little research showing whether that’s a more effective approach or not. To study whether positive or negative emotions are really more motivational for inspiring change, I looked at how different emotions were used in the discourse about an emerging conservation technology called de-extinction as a case study. De-extinction claims to be both a tool for fighting biodiversity loss and for inspiring more positive and inspiring narratives in conservation. In this thesis, I examine those claims by exploring five emotions that the discourse around de-extinction elicits: fear, guilt, grief, awe and hope. I examined the motivating power of those emotions and what kind of actions de-extinction discourse motivates or fails to motivate through the way it uses those emotions. I found that de-extinction discourse erases negative emotions and boosts positive ones as many conservation psychologists recommend. However, de-extinction discourse accomplishes this in misleading ways: it minimizes the sense of importance of ongoing extinctions by framing extinction as a reversible phenomenon, and it overstates the ability of technology alone to combat the extinction crisis without requiring societal change. As a result, de-extinction discourse could risk making the public less motivated to take personal action to forward conservation goals. I conclude that positivity or negativity should not be the central concerns for motivating action, but rather efficacy and honesty.
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.