3. Tomlinson, W. M. Jr. (1999) Interactivity and Emotion through Cinematography, California Institute of the Arts, Available at
http://xenia.media.mit.edu/~badger/Thesis/Thesis.pdfAccessed: 29/09/07
“Whenever a moving visual work is created – a movie, cartoon, video game, or virtual environment, the authors need to consider how their work will be seen by the audience”
“The first thing people inherently test for is responsiveness. If they pick up an interface and move it, they expect something to happen.
Once they have verified to their satisfaction that a system is not broken, participants look for some intelligible response to their action.
Once participants have a grasp of the basic means of interaction, they expect there to be “more to it than that.” Complexity is my third level of participant expectation
After participants feel confident in their understanding of the complexity of the interaction, they begin to expect subtlety.”
“With regard to cinematography participant expectations are quite stringent. If the camera holds on an image that is not a character for more than a few seconds, or stops suddenly in the middle of a smooth pan, or goes inside of a tree, it is broken.
If the camera moves around so much that it is impossible for participants to get their bearings, it is confusing. And if it shows the same shots over and over and over again, it is boring”
This is another interesting piece; it talks a lot about how the designers need to consider the scenes in the game, and how the player will react to those scenes. It also mentions how camera angels and lighting can be used to convey emotions, psychological relationships, and many other important pieces of information about the scene. I put several quotes I thought would be useful to remember above, as it shows what the game designer needs to keep in mind, and some of the aspects people tend to look for, or expect, when they first pick up a game.
This journal also references Picard, R. (1998). Affective Computing, MIT Press, Cambridge, MA. Who lists six primary emotions, happiness, anger, sadness, fear, surprise and disgust, that were also mentioned in “A cognitive Psychological Approach to Gameplay Emotions, although it listed one other emotion, worry.
They also talk in depth about “The CameraCreature” that was designed to be a virtual cinematographer; an invisible NPC that could make decisions on its own based on feedback from other NPCs, and then decide which event was more important to show the player. While there were still a few bugs in the system, such as not always showing the most desirable scene, it did look like a useful tool to use.
They compare this to some of the camera features used in other games, such as in Zelda: Ocarina of Time (Nintendo, 1998), Mario 64 (Nintendo, 1996), Tomb Raider (Core Design, Eidos Interactive, 1996), Ultima Online (Origin Systems, Electronic Arts, 1997), Grim Fandango (LucasArts, 1998), Doom (Id Software, 1993) and Thief (Looking glass studios, Eidos Interactive, 1998). It mentions that the third person games, Zelda, Mario 64 and Tomb raider, while having good camera systems, did not really give the characters much emotion, with Thief being the best game out of the selection that generated emotion, albeit only a few, the sensation of suspense and fear of being caught by the NPCs.
4. Laaksolahti, J., Persson, P. & Palo, C. Swedish Institute of Computer Science, (2000) Kaktus: A Socio-Emotionally Rich Interactive Narrative, Available at
http://www.sics.se/humle/projects/Kaktus/papers/sid2001.pdfAccessed: 29/09/07
This short journal briefly explains what Kaktus is;
“The game scenario centers around three teen-age girls who are organizing a party for their high-school friends. The plot develops over the week before the party. The player acts as one of the characters while the system controls the others. In order to arrange a successful party, the player must make socially complex decisions, e.g., inviting the ‘right’ people, getting rid of parents, encouraging or discouraging alcohol consumption.”
It explains how the game works, and requires users to think about emotional state of the NPCs to progress in the game. It mentions that Kaktus can be useful for “young players explore the weave of friendship, love and socio-emotional relations at a time in life when such issues are especially complex.”
5. Ravaja, N., Saari, T., Laarni, J., Kallinen, K., & Salminen, M. Helsinki School of Economics,
Holopainen, J. Nokia Research Center,
Järvinen, A. The Finnish National Lottery, (2004) Emotional Response Patterns and Sense of Presence during Video Games: Potential Criterion Variables for Game Design, Available at
http://portal.acm.org/citation.cfm?id=1028068&CFID=36706512&CFTOKEN=19354880Accessed: 29/09/07
This study examined whether there were reliable differences in the emotional response patterns and sense of presence elicited by games with different characteristics, and that most theorists endorse the view that;
“Emotions are constituted by three aspects or components: subjective feeling, expressive behaviour, and physiological arousal; others add motivational state or action tendency and/or cognitive processing.”
Scherer, K.R. Neuroscience projections to current debates in emotion psychology. Cognition and Emotion, 7, (1993), 1-41.
It mentions that studies have shown different games elicit considerable cardiovascular reactivity, and that in:
Johnston, D.W., Anastasiades, P., and Wood, C. The relationship between cardiovascular responses in the laboratory and in the field. Psychophysiology, 27, (1990), 34-44.
It shows that a two-person football video game caused higher HR reactivity compared to a “squash practice” video game against a machine.
Pages 5 – 7 of this journal show some charts, showing how the participants “felt” during gameplay, and that a single game can generate many different games. It also mention that if someone wanted to asses how “good” or “bad” a certain game is on the bases of the emotional responses, they would have to look at the emotional patterns or profiles associated with those different games, and that a game could not be bad if it just generated negative emotions, for example survival horror games.
6. Ravaja, N., Saari, T., Laarni, J., Kallinen, K., & Salminen, M. Helsinki School of Economics,
Holopainen, J. Nokia Research Center,
Järvinen, A. The Finnish National Lottery (2005) The Psychophysiology of Video gaming: Phasic Emotional Responses to Game events, Available at
http://www.digra.org:8080/Plone/dl/db/06278.36196.pdfAccessed: 29/09/07
“Studies on psycho-physiological reactivity to stress have shown that different video games (i.e., an active coping task) prompt notable increases in HR and blood pressure”
“In video games, there is a dynamic flow of events and action, with games potentially eliciting a large number of different emotions varying across time”
This journal was an experiment using “phasic” responses, opposed to the usual “Tonic” (e.g. the mean physiological value during the game minus pre-game baseline) Reponses, this experiment uses facial electromyography, skin conductance and the cardiac interbeat interval to try and generate more accurate results.
Overall, they generate some accurate results, if somewhat unexpected from certain situations, e.g. some “negative events” (such as the player missing the pins) didn’t produce negative emotions. It also uses one of the games from “Emotional Response Patters and Sense of Presence during Video Games”, by the same authors and possibly using the same participants.
7. He, L.& Cohen, M., Microsoft Research,
Salesin, D., University of Washington, (1996). The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera control and Directing, Available at
http://grail.cs.washington.edu/pub/papers/virtcine.pdf
Accessed: 30/09/07
This is similar to the journal to Interactivity and Emotion through Cinematography, in that it uses a Virtual Cinematographer, while the other journal used a “CreatureCamera”. It also has a list of some useful points when making filming a scene;
1. Don’t cross the line: Once an initial shot is taken from the left or right side of the line of interest, subsequent shots should remain on that side. This rule ensures that successive shots of a moving actor maintain the direction of apparent motion.
2. Avoid jump cuts: Across the cut there should be a marked difference in the size, view, or number of actors between the two setups. A cut failing to meet these conditions creates a jerky, sloppy effect.
3. Use establishing shots: Establish a scene before moving to close shots. If there is a new development in the scene, the situation must be re-established.
4. Let the actor lead: The actor should initiate all movement, with the camera following; conversely, the camera should come to rest a little before the actor.
5. Break movement: A scene illustrating motion should be broken into at least two shots. Typically, each shot is cut so that the actor appears to move across half the screen area.
“The rules of cinematography dictate that when the line of interest remains constant, the camera should remain on the same side of the line.
When the line of interest changes, for example, when one of the two actors in the shot changes position, the choice is not as well defined.
We have found that a good rule is to choose the instance in which the camera orientation with respect to the new line of interest is closest to the orientation of the previous shot.”
An interesting follow-up from this might be:Joseph V. Mascelli. The Five C’s of Cinematography. Cine/Grafic Publications, Hollywood, 1965.