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Evoking emotion using interaction

Started by February 08, 2009 02:45 PM
43 comments, last by Wai 15 years, 4 months ago
What do you call the emotion when you have been waiting for an event to occur, but your time to stay is almost ended, you decided that you will not see the event before you leave. Then, just before you leave, the event sped up, and you realized that if you just stay a little longer, you could see it come.

What do you call this emotion?
Conflict

How strongly do you feel a conflict in the following situations?


Scenarios context:

You were going to a party....

S1) You started your car and drove.

S2) You got in your car and realized that your keys are in the house. You got back in to get the keys. Then drove.

S3) You didn't see your car key on the counter. After some searching, you found it in the laundry. Then drove.

S4) You didn't see your car. It must be stolen.

S5) You stood in front of your car without keys. You realized that both your car and your house were locked and your keys were in the house.

S6) You were about to get your key from the counter when your spouse said, "You are not going anywhere...."

S7) You were driving down the road and there was an unexpected traffic jam.

S8) You were driving down the road and there was the usual traffic jam.

S9) You were driving down the country road and you saw another car had just crashed into a tree. You were the only one around that could help.

S10) You were driving down the road and realized that you forgot to bring the present.

S11) You were driving down the road and realized that your kid is hiding in the car.
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Love Participant anticipates growth in relationship with an agent.

Design keypoints:
o Define a target agent and a representation of relationship that can grow
o Define signals to allow the player to perceive growth in relationship
o Define signals to allow tell whether the target agent also anticipates growth in the relationship.

Relatioship Participant includes an agent in its plan.

Relationship Growth An increase in sharing plans, goals and emotions.

Respect

Participant sees another participant's value the participant cares.


Explanation:

Suppose you are a player and you value skill in a certain game. When you find another player with higher skill, you feel repect toward that participant. There could also be other emotions. Respect is just one of them.

If you do not value skill in that game, and you might see the more skillful player just as a freak. You know that they are highly skilled, but you don't see the point of it. You feel, "so what?" You don't feel respect toward that player.

You could also repect a player not for the skill they have but for the effort they put into the skill. Eventhough you don't understand the skill, you understand the motivation and the effort behind the result. You could also respect a player just for their effort even if you don't agree with their motivation.

The root of respect is a value you have and an event that let you see the existence of that value in someone else.


Respected

Participant sees another agent perceives a value they care.

Explanation:

Suppose you value your skill and another player says "you rocks!", then it is an obvious expression. A more subtle perceivable expression of respect could be in a change or difference in how the other agent treats your agent. For example, the other agent might invite you over other. The other agent might adopt your goal, and ask whether you could assist them in that pursuit.

To receive respect, the participant need not have a deeper record of demonstrating the value than the other agent. In the example of the invitation, the inviter could be the one with more experience. The more experience one could also show respect by offering help or show interest in the experience of the less experienced.
Imprinting

Participant associates a set of ideals with an agent.


Romance

Participant associates their ideals of a mate with an agent.


In this description, Romance is a special case of imprinting where the player associates their concepts of a mate with an agent (character). The set of ideals could be changing during the imprinting process. But after imprinting, whenever the player thinks about those ideals, the player thinks about the agent. The agent becomes the respresentation of those ideal features.

To have romance, the player also has a concept of a mate (lover). The concept could be incomplete, superficial, unobservable, impossible, and contradicting. When the player identifies an agent as a lover imprinting begins. The process reinforces, refines, represses, or reject conceptual features based on the features that the agent has.

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