Affective games: How iOpiates elicit an emotional fix

Jonathan Sykes

    Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)

    Abstract

    Video-games, like movies, music and storybooks are emotional artifacts. We buy media to alter our affective state. Through consumption they impact our physiology and thus alter our affective world. In this chapter the authors review the ways in which playing games can elicit emotion. This chapter will discuss the increased power of video-game technology to elicit affect, and show how the mash-up of traditional and interactive techniques have delivered a richness of emotion that competes with film and television. They then conclude by looking forward to a time when video-games become the dominant medium, and the preferred choice when seeking that emotional fix.

    Original languageEnglish
    Title of host publicationAffective Computing and Interaction: Psychological, Cognitive and Neuroscientific Perspectives
    PublisherIGI Global
    ISBN (Print)9781616928926
    Publication statusPublished - 1 Jan 2011

    Keywords

    • video games

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  • Cite this

    Sykes, J. (2011). Affective games: How iOpiates elicit an emotional fix. In Affective Computing and Interaction: Psychological, Cognitive and Neuroscientific Perspectives IGI Global. http://researchonline.gcu.ac.uk/sec/174