Loading…

Optimizing Player and Viewer Amusement in Suspense Video Games

Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about th...

Full description

Saved in:
Bibliographic Details
Published in:IEEE access 2019, Vol.7, p.85338-85353
Main Authors: Delatorre, Pablo, Leon, Carlos, Salguero Hidalgo, Alberto, Tapscott, Alan
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by cdi_FETCH-LOGICAL-c408t-a833a7133d0a93f851120acc59fed7555d2b81048c9ad67340921b0fbba6e2823
cites cdi_FETCH-LOGICAL-c408t-a833a7133d0a93f851120acc59fed7555d2b81048c9ad67340921b0fbba6e2823
container_end_page 85353
container_issue
container_start_page 85338
container_title IEEE access
container_volume 7
creator Delatorre, Pablo
Leon, Carlos
Salguero Hidalgo, Alberto
Tapscott, Alan
description Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about the location of the threat. However, previous research suggests that players need more frequent information to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order to obtain models that maximize amusement for both interactive and passive audiences, we conducted an experiment in which a group of subjects played a suspenseful video game while another group watched it remotely. The subjects were asked to report their perceived suspense and amusement, and the data were used to obtain regression models for two common strategies to evoke suspense in video games: by alerting when the threat is approaching and by random circumstantial indications about the location of the threat. The results suggest that the optimal level is reached through randomly providing the minimal amount of information that still allows players to counteract the threat. We reckon that these results can be applied to a broad narrative media, beyond interactive games.
doi_str_mv 10.1109/ACCESS.2019.2924200
format article
fullrecord <record><control><sourceid>proquest_doaj_</sourceid><recordid>TN_cdi_doaj_primary_oai_doaj_org_article_a42ff7dcffa6469f85a5f84d041ab88a</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>8742555</ieee_id><doaj_id>oai_doaj_org_article_a42ff7dcffa6469f85a5f84d041ab88a</doaj_id><sourcerecordid>2455597293</sourcerecordid><originalsourceid>FETCH-LOGICAL-c408t-a833a7133d0a93f851120acc59fed7555d2b81048c9ad67340921b0fbba6e2823</originalsourceid><addsrcrecordid>eNpNUE1Lw0AQDaJgqf0FvQQ8t-5Xkt2LUEqtglCh6nWZZGfLliapuylSf71bU4pzmeHNvDePlyRjSqaUEvUwm88X6_WUEaqmTDHBCLlKBozmasIznl__m2-TUQhbEktGKCsGyeNq37na_bhmk77t4Ig-hcaknw6_4zirDwFrbLrUNen6EPbYBIxLg226hBrDXXJjYRdwdO7D5ONp8T5_nryuli_z2eukEkR2E5CcQ0E5NwQUtzKjlBGoqkxZNEWWZYaVkhIhKwUmL7ggitGS2LKEHJlkfJi89Lqmha3ee1eDP-oWnP4DWr_R4DtX7VCDYNYWprIWcpGr-AwyK4UhgkIpJUSt-15r79uvA4ZOb9uDb6J9zUT0ogqmeLzi_VXl2xA82stXSvQpd93nrk-563PukTXuWQ4RLwxZCBaF-S9Cun0R</addsrcrecordid><sourcetype>Open Website</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2455597293</pqid></control><display><type>article</type><title>Optimizing Player and Viewer Amusement in Suspense Video Games</title><source>IEEE Xplore Open Access Journals</source><creator>Delatorre, Pablo ; Leon, Carlos ; Salguero Hidalgo, Alberto ; Tapscott, Alan</creator><creatorcontrib>Delatorre, Pablo ; Leon, Carlos ; Salguero Hidalgo, Alberto ; Tapscott, Alan</creatorcontrib><description>Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about the location of the threat. However, previous research suggests that players need more frequent information to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order to obtain models that maximize amusement for both interactive and passive audiences, we conducted an experiment in which a group of subjects played a suspenseful video game while another group watched it remotely. The subjects were asked to report their perceived suspense and amusement, and the data were used to obtain regression models for two common strategies to evoke suspense in video games: by alerting when the threat is approaching and by random circumstantial indications about the location of the threat. The results suggest that the optimal level is reached through randomly providing the minimal amount of information that still allows players to counteract the threat. We reckon that these results can be applied to a broad narrative media, beyond interactive games.</description><identifier>ISSN: 2169-3536</identifier><identifier>EISSN: 2169-3536</identifier><identifier>DOI: 10.1109/ACCESS.2019.2924200</identifier><identifier>CODEN: IAECCG</identifier><language>eng</language><publisher>Piscataway: IEEE</publisher><subject>Amusement ; Biological system modeling ; Computational modeling ; Computer &amp; video games ; Data models ; Game theory ; Games ; Information management ; interactive narrative ; Optimization ; Players ; Psychological effects ; Psychology ; Regression models ; suspense ; Video broadcasting ; video game ; Visualization</subject><ispartof>IEEE access, 2019, Vol.7, p.85338-85353</ispartof><rights>Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2019</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c408t-a833a7133d0a93f851120acc59fed7555d2b81048c9ad67340921b0fbba6e2823</citedby><cites>FETCH-LOGICAL-c408t-a833a7133d0a93f851120acc59fed7555d2b81048c9ad67340921b0fbba6e2823</cites><orcidid>0000-0001-5685-9250</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/8742555$$EHTML$$P50$$Gieee$$Hfree_for_read</linktohtml><link.rule.ids>314,780,784,4024,27633,27923,27924,27925,54933</link.rule.ids></links><search><creatorcontrib>Delatorre, Pablo</creatorcontrib><creatorcontrib>Leon, Carlos</creatorcontrib><creatorcontrib>Salguero Hidalgo, Alberto</creatorcontrib><creatorcontrib>Tapscott, Alan</creatorcontrib><title>Optimizing Player and Viewer Amusement in Suspense Video Games</title><title>IEEE access</title><addtitle>Access</addtitle><description>Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about the location of the threat. However, previous research suggests that players need more frequent information to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order to obtain models that maximize amusement for both interactive and passive audiences, we conducted an experiment in which a group of subjects played a suspenseful video game while another group watched it remotely. The subjects were asked to report their perceived suspense and amusement, and the data were used to obtain regression models for two common strategies to evoke suspense in video games: by alerting when the threat is approaching and by random circumstantial indications about the location of the threat. The results suggest that the optimal level is reached through randomly providing the minimal amount of information that still allows players to counteract the threat. We reckon that these results can be applied to a broad narrative media, beyond interactive games.</description><subject>Amusement</subject><subject>Biological system modeling</subject><subject>Computational modeling</subject><subject>Computer &amp; video games</subject><subject>Data models</subject><subject>Game theory</subject><subject>Games</subject><subject>Information management</subject><subject>interactive narrative</subject><subject>Optimization</subject><subject>Players</subject><subject>Psychological effects</subject><subject>Psychology</subject><subject>Regression models</subject><subject>suspense</subject><subject>Video broadcasting</subject><subject>video game</subject><subject>Visualization</subject><issn>2169-3536</issn><issn>2169-3536</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><sourceid>ESBDL</sourceid><sourceid>DOA</sourceid><recordid>eNpNUE1Lw0AQDaJgqf0FvQQ8t-5Xkt2LUEqtglCh6nWZZGfLliapuylSf71bU4pzmeHNvDePlyRjSqaUEvUwm88X6_WUEaqmTDHBCLlKBozmasIznl__m2-TUQhbEktGKCsGyeNq37na_bhmk77t4Ig-hcaknw6_4zirDwFrbLrUNen6EPbYBIxLg226hBrDXXJjYRdwdO7D5ONp8T5_nryuli_z2eukEkR2E5CcQ0E5NwQUtzKjlBGoqkxZNEWWZYaVkhIhKwUmL7ggitGS2LKEHJlkfJi89Lqmha3ee1eDP-oWnP4DWr_R4DtX7VCDYNYWprIWcpGr-AwyK4UhgkIpJUSt-15r79uvA4ZOb9uDb6J9zUT0ogqmeLzi_VXl2xA82stXSvQpd93nrk-563PukTXuWQ4RLwxZCBaF-S9Cun0R</recordid><startdate>2019</startdate><enddate>2019</enddate><creator>Delatorre, Pablo</creator><creator>Leon, Carlos</creator><creator>Salguero Hidalgo, Alberto</creator><creator>Tapscott, Alan</creator><general>IEEE</general><general>The Institute of Electrical and Electronics Engineers, Inc. (IEEE)</general><scope>97E</scope><scope>ESBDL</scope><scope>RIA</scope><scope>RIE</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7SP</scope><scope>7SR</scope><scope>8BQ</scope><scope>8FD</scope><scope>JG9</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>DOA</scope><orcidid>https://orcid.org/0000-0001-5685-9250</orcidid></search><sort><creationdate>2019</creationdate><title>Optimizing Player and Viewer Amusement in Suspense Video Games</title><author>Delatorre, Pablo ; Leon, Carlos ; Salguero Hidalgo, Alberto ; Tapscott, Alan</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c408t-a833a7133d0a93f851120acc59fed7555d2b81048c9ad67340921b0fbba6e2823</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Amusement</topic><topic>Biological system modeling</topic><topic>Computational modeling</topic><topic>Computer &amp; video games</topic><topic>Data models</topic><topic>Game theory</topic><topic>Games</topic><topic>Information management</topic><topic>interactive narrative</topic><topic>Optimization</topic><topic>Players</topic><topic>Psychological effects</topic><topic>Psychology</topic><topic>Regression models</topic><topic>suspense</topic><topic>Video broadcasting</topic><topic>video game</topic><topic>Visualization</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Delatorre, Pablo</creatorcontrib><creatorcontrib>Leon, Carlos</creatorcontrib><creatorcontrib>Salguero Hidalgo, Alberto</creatorcontrib><creatorcontrib>Tapscott, Alan</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005-present</collection><collection>IEEE Xplore Open Access Journals</collection><collection>IEEE All-Society Periodicals Package (ASPP) Online</collection><collection>IEEE Xplore</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Electronics &amp; Communications Abstracts</collection><collection>Engineered Materials Abstracts</collection><collection>METADEX</collection><collection>Technology Research Database</collection><collection>Materials Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts – Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>Open Access: DOAJ - Directory of Open Access Journals</collection><jtitle>IEEE access</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Delatorre, Pablo</au><au>Leon, Carlos</au><au>Salguero Hidalgo, Alberto</au><au>Tapscott, Alan</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Optimizing Player and Viewer Amusement in Suspense Video Games</atitle><jtitle>IEEE access</jtitle><stitle>Access</stitle><date>2019</date><risdate>2019</risdate><volume>7</volume><spage>85338</spage><epage>85353</epage><pages>85338-85353</pages><issn>2169-3536</issn><eissn>2169-3536</eissn><coden>IAECCG</coden><abstract>Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about the location of the threat. However, previous research suggests that players need more frequent information to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order to obtain models that maximize amusement for both interactive and passive audiences, we conducted an experiment in which a group of subjects played a suspenseful video game while another group watched it remotely. The subjects were asked to report their perceived suspense and amusement, and the data were used to obtain regression models for two common strategies to evoke suspense in video games: by alerting when the threat is approaching and by random circumstantial indications about the location of the threat. The results suggest that the optimal level is reached through randomly providing the minimal amount of information that still allows players to counteract the threat. We reckon that these results can be applied to a broad narrative media, beyond interactive games.</abstract><cop>Piscataway</cop><pub>IEEE</pub><doi>10.1109/ACCESS.2019.2924200</doi><tpages>16</tpages><orcidid>https://orcid.org/0000-0001-5685-9250</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 2169-3536
ispartof IEEE access, 2019, Vol.7, p.85338-85353
issn 2169-3536
2169-3536
language eng
recordid cdi_doaj_primary_oai_doaj_org_article_a42ff7dcffa6469f85a5f84d041ab88a
source IEEE Xplore Open Access Journals
subjects Amusement
Biological system modeling
Computational modeling
Computer & video games
Data models
Game theory
Games
Information management
interactive narrative
Optimization
Players
Psychological effects
Psychology
Regression models
suspense
Video broadcasting
video game
Visualization
title Optimizing Player and Viewer Amusement in Suspense Video Games
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-02T20%3A27%3A30IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_doaj_&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Optimizing%20Player%20and%20Viewer%20Amusement%20in%20Suspense%20Video%20Games&rft.jtitle=IEEE%20access&rft.au=Delatorre,%20Pablo&rft.date=2019&rft.volume=7&rft.spage=85338&rft.epage=85353&rft.pages=85338-85353&rft.issn=2169-3536&rft.eissn=2169-3536&rft.coden=IAECCG&rft_id=info:doi/10.1109/ACCESS.2019.2924200&rft_dat=%3Cproquest_doaj_%3E2455597293%3C/proquest_doaj_%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c408t-a833a7133d0a93f851120acc59fed7555d2b81048c9ad67340921b0fbba6e2823%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2455597293&rft_id=info:pmid/&rft_ieee_id=8742555&rfr_iscdi=true