Formalising Suspense from Immersive Environments

Survival horror video-games have acquired great acceptance in recent years. Immersion, ease of play, virtual reality gadgets and emotional intensity have helped to popularise them. Famous youtubers still perform their videos based on these games, counting millions of viewers even if the design of them is very similar in terms of atmosphere, limited actions and mapping. Usually conceived as suspense-evoking threatening environments to explore and escape, this similarity may lead to think about automatising the generation of products of this genre. In this paper, suspense definitions are reviewed from the view of emotional e↵ects. Further, we propose a formula relating suspense to dimensions valence, arousal and dominance. Finally, we present an experiment that supports its application for a horror game.

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