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Contribution to Book
Eight ways videogames generate emotion
DiGRA '07: Proceedings of the 2007 DiGRA International Conference: Situated Play
  • Jonathan FROME, University of Georgia
Document Type
Book chapter
Publication Date
1-1-2007
Publisher
The University of Tokyo
Keywords
  • emotion,
  • player response,
  • theoretical framework,
  • aesthetics,
  • ecological psychology
Disciplines
Abstract
Many fields are interested in how videogames can generate emotion but most have a very limited conception of what emotional response includes. This paper presents a comprehensive model of emotional response to the singleplayer game based on two roles players occupy during gameplay and four different types of emotion. The emotion types are based on different ways players can interact with a videogame: as a simulation, as a narrative, as a game qua game, and as a crafted piece of art. The paper then describes the various inputs videogames can provide to produce these types of emotions.
Publisher Statement
Copyright © 2007 Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.
Full-text Version
Publisher’s Version
Citation Information
Frome, J. (2007). Eight ways videogames generate emotion. In A. Baba (Ed.), DiGRA '07: Proceedings of the 2007 DiGRA International Conference: Situated Play (pp.831-835). Japan: The University of Tokyo. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/07311.25139.pdf