Re-Scoring the Game’s Score: Dynamic Music, Personality and Immersion in the Ludonarrative

This study explores immersive presence as well as emotional valence and arousal in the context of dynamic and non-dynamic music scores in the 3 person action-adventure video game genre while also considering relevant personality traits of the player. 60 subjects answered self-report questionnaires of experiential states each time after playing the game 'Batman: Arkham City' in one of three randomized conditions accounting for [1] dynamic music, [2] non-dynamic music/low arousal potential and [3] nondynamic music/high arousal potential, aiming to manipulate emotional arousal and structural-temporal alignment in the resulting emotional congruency of nondiegetic music. Whereas imaginary aspects of immersive presence are systemically affected by the presentation of dynamic music, sensory spatial aspects show higher sensitivity towards the arousal potential of the music score. It is argued that a compatible integration of global and local goals in the ludonarrative contributes to a motivationalemotional reinforcement that can be gained through musical feedback. Shedding light on the implications of music dramaturgy within a semantic ecology paradigm, the perception of varying relational attributes between the player, avatar, and game environment is assumed to moderate a continuous regulatory modulation of emotional response achieved by context effects of dynamic music.

[1]  K. Poels,et al.  "It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology , 2007, Future Play.

[2]  Mark Grimshaw,et al.  Sound And Immersion In The First-Person Shooter , 2007, Int. J. Intell. Games Simul..

[3]  S. Gosling,et al.  PERSONALITY PROCESSES AND INDIVIDUAL DIFFERENCES The Do Re Mi’s of Everyday Life: The Structure and Personality Correlates of Music Preferences , 2003 .

[4]  Rolf A. Zwaan Situation Models , 1999 .

[5]  Patrik N. Juslin,et al.  Musical expression of emotions : Modeling listeners´ judgements of composed and performed features , 2010 .

[6]  F. Mäyrä,et al.  Fundamental Components of the Gameplay Experience , 2011 .

[7]  Mark H. Davis,et al.  A Multidimensional Approach to Individual Differences in Empathy , 1980 .

[8]  M Boltz,et al.  Effects of background music on the remembering of filmed events , 1991, Memory & cognition.

[9]  Rolf A. Zwaan,et al.  Generating predictive inferences while viewing a movie , 1996 .

[10]  Bartholomäus Wissmath,et al.  Immersion in Mediated Environments: The Role of Personality Traits , 2009, Cyberpsychology Behav. Soc. Netw..

[11]  M. Lombard,et al.  Presence and Television: The Role of Screen Size. , 2000 .

[12]  Stéphane Bouchard,et al.  Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Non-phobic Participants in Therapeutic Virtual Environments Derived from Computer Games , 2003, Cyberpsychology Behav. Soc. Netw..

[13]  R. Bernhaupt,et al.  Characterising and measuring user experiences in digital games , 2007 .

[14]  J. Freeman,et al.  When presence and emotion are related, and when they are not , 2005 .

[15]  J. Bruner,et al.  On the perception of incongruity; a paradigm. , 1949, Journal of personality.

[16]  Richard C. Atkinson,et al.  Human Memory: A Proposed System and its Control Processes , 1968, Psychology of Learning and Motivation.

[17]  K. Zahnle,et al.  Play it again, SAM , 2015, Science.

[18]  Emery Schubert,et al.  Cognitive Styles of Music Listening , 2008 .

[19]  Eckart Altenmüller,et al.  EMuJoy: Software for continuous measurement of perceived emotions in music , 2007, Behavior research methods.

[20]  Jordan Moore The impact of visual-music interaction on music perception : the influence of agreement and disagreement. , 2010 .

[21]  J. Russell A circumplex model of affect. , 1980 .

[22]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[23]  Gillian M. Sandstrom,et al.  Absorption in music: Development of a scale to identify individuals with strong emotional responses to music , 2013 .

[24]  Hans-Peter Gasselseder Re-orchestrating Game Drama: The Immersive Experience of Dynamic Music in Video Games , 2013, EVA.

[25]  Emery Schubert,et al.  Individual Differences in the Enjoyment of Negative Emotion in Music: A Literature Review and Experiment , 2011 .

[26]  Nicole Fruehauf Flow The Psychology Of Optimal Experience , 2016 .

[27]  William W. Gaver,et al.  Play it again, Sam: On Liking Music , 1987 .

[28]  Rebecca C. Knickmeyer,et al.  Sex Differences in the Brain: Implications for Explaining Autism , 2005, Science.

[29]  Christoph Klimmt,et al.  Identification With Video Game Characters as Automatic Shift of Self-Perceptions , 2010 .

[30]  Mats Liljedahl,et al.  Immersion and Gameplay Experience: A Contingency Framework , 2010, Int. J. Comput. Games Technol..

[31]  H. Triandis Culture and Social Behavior , 2019, Cross-Cultural Explorations.

[32]  Christoph Klimmt,et al.  A Process Model of the Formation of Spatial Presence Experiences , 2007 .

[33]  Werner Wirth,et al.  Präsenzerleben: Eine medienpsychologische Modellierung , 2008 .

[34]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[35]  Dave Raybould,et al.  Designing a Game for Music , 2014 .

[36]  G. Cassidy,et al.  The effects of music on time perception and performance of a driving game. , 2010, Scandinavian journal of psychology.

[37]  Paul A. Cairns,et al.  Time perception, immersion and music in videogames , 2010, BCS HCI.

[38]  Lawrence M. Zbikowski Musical Coherence, Motive, and Categorization , 1999 .

[39]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[40]  A. Cohen Music as a source of emotion in film , 2001 .

[41]  Jussi Holopainen,et al.  Spatial Presence and Emotional Responses to Success in a Video Game: A Psychophysiological Study , 2004 .

[42]  Mel Slater,et al.  A note on presence terminology , 2003 .

[43]  C. Anderson,et al.  Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. , 2010, Psychological bulletin.

[44]  J. Aharon-Peretz,et al.  Two systems for empathy: a double dissociation between emotional and cognitive empathy in inferior frontal gyrus versus ventromedial prefrontal lesions. , 2009, Brain : a journal of neurology.

[45]  C. Allesch,et al.  Understanding our experience of music: What kind of psychology do we need? , 2006 .

[46]  D. Kimura Sex differences in the brain. , 1992, Scientific American.

[47]  Frank E. Pollick,et al.  The Music of Your Emotions: Neural Substrates Involved in Detection of Emotional Correspondence between Auditory and Visual Music Actions , 2011, PloS one.

[48]  J. Bruner Actual minds, possible worlds , 1985 .

[49]  J. Driver,et al.  Audiovisual links in exogenous covert spatial orienting , 1997, Perception & psychophysics.

[50]  A N Popper,et al.  Evolution of the ear and hearing: issues and questions. , 1997, Brain, behavior and evolution.