How Color Properties Can Be Used to Elicit Emotions in Video Games
Hindawi Publishing Corporation
International Journal of Computer Games Technology
Volume 2016, Article ID 5182768, 9 pages
http://dx.doi.org/10.1155/2016/5182768
Research Article
How Color Properties Can Be Used to Elicit
Emotions in Video Games
Erik Geslin,1,2 Laurent Jégou,3 and Danny Beaudoin4
1
UCO Laval 3Di, LICIA, 25 rue du Mans, 53000 Laval, France
Arts et Métiers ParisTech, LAMPA, 2 Boulevard du Ronceray, 49000 Angers, France
3
Maı̂tre de Conférences, Department of Geography and UMR LISST, Toulouse Jean-Jaurès University, 5 allée Antonio Machado,
31058 Toulouse Cedex 9, France
4
Psychology Department, Faculty of Social Sciences, Université Laval, Pavillon Félix-Antoine-Savard,
2325 rue des Bibliothèques, Quebec City, QC, Canada G1V 0A6
2
Correspondence should be addressed to Erik Geslin;
Received 2 September 2015; Revised 8 December 2015; Accepted 14 December 2015
Academic Editor: Manuel M. Oliveira
Copyright © 2016 Erik Geslin et al. This is an open access article distributed under the Creative Commons Attribution License,
which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that
they seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry
exceeds that of the film industry, the field of inducting emotions through video games and virtual environments is attracting
more attention. Our theory, widely supported by substantial literature, is that the chromatic stimuli intensity, brightness, and
saturation of a video game environment produce an emotional effect on players. We have observed a correlation between the
RGB additives color spaces, HSV, HSL, and HSI components of video game images, presented to 𝑛 = 85 participants, and the
emotional statements expressed in terms of arousal and valence, recovered in a subjective semantic questionnaire. Our results show
a significant correlation between luminance, saturation, lightness, and the emotions of joy, sadness, fear, and serenity experienced by
participants viewing 24 video game images. We also show strong correlations between the colorimetric diversity, saliency volume,
and stimuli conspicuity and the emotions expressed by the players. These results allow us to propose video game environment
development methods in the form of a circumplex model. It is aimed at game designers for developing emotional color scripting.
1. Introduction
It is widely accepted today that emotions are a key element
in the success of video games. They can create a variety of
experiences that players will encounter, and these can usually
be described using a formal taxonomy, such as flow [1],
presence [2], immersion [3], and fun [4]. Producing emotions
through environments or narration is a key challenge in this
industry. Human emotions have been studied in literature
since antiquity, and they were initially opposed to reason [5].
Scientific research on emotions, in the fields of neuroscience
and psychology, has recently shown that if their role is primarily to take part in the survival of the species, contributing
to preservation and reproduction, they are not provided
exclusively as reflexes and relayed only to limbic brain but are
also cognitive [6]. Many phenomena and contextual stimuli
result in the production of complex emotions, which can be
classified into categories with 5 basic emotions [7] and 21
known combinatorial emotions [8], or with a dimensional
space based on their valence and activation level [9]. The
literature has shown for several years strong links between
visual stimuli and emotions [10]. Effects of colors on emotions
were studied several times and although there are diverging
results about which colors promote a positive or negative
mood, these works show a strong correlation between colors, hue, saturation, and brightness with emotional arousal,
valence, and dominance [11]. Several studies show that the
human brain (or the macaque’s, as reference) is much more
active in environments of colors like red compared to yellow
[12]. A 23-culture semantic differential study of affective
2
International Journal of Computer Games Technology
Circumplex model for emotions induction in video games and virtual environments
Stress
High arousal emotions
Excitation
Fear
Joy
Rapid movements
Wide open spaces
Wide shots
Social communication
Action
Strong colors
Lights
Positive valence
Interactions
Sharing
Creation
Earnings
Serenity/Zen
Desaturation
Darkness
Negative valence
Dirt
No trade
Sadness
Loss
Shyness
Slow movements
Enclosed spaces
Low arousal emotions
Negative quiet
Close-ups
No communication
Obedience/Docility
Positive quiet
Rapid movements
Slow movements
© Erik Geslin Ph.D. 2012-2013
Figure 1: Circumplex model of induction of emotions in video games [15].
meanings also reveals cross-cultural similarities in emotional
color perception [13]. We will not discuss the case of each
color in a virtual environment, but we will instead focus
on the general effects of hue, saturation, and lightness on
the emotions of players. We present a study involving 𝑛 =
85 participants on the correlations between the RGB hue,
saturation, and value components of 24 frames of video game
environments and the emotional effects collected in a semantic subjective questionnaire, which was based on the IAPS
survey [14]. This method is based on a schematic circumplex
dimensional model of emotions in a virtual reality context
[15]. This model is included in an evolutionary perspective
of cognitive overgeneralization; it does not take into account
the personal experiences of players which inevitably lead to
an idiosyncratic positioning. We do not question the strength
of these environmental aspects but we seek to define a more
general methodology.
This method allows game designers to create emotional
environments in accordance with the curves of interest (script
pacing) to keep players in an optimal state of flow, depending
on the ratios of challenge, boredom, and engagement [16].
Since the flow experience in games is accepted as being related
to the emotional involvement of the player [17–19], emotions
are therefore seen as an essential part of the production of a
video game. These emotions are the result of both gameplay
and narrative but can also be produced by games with active
environments. This is the kind of emotional environment that
we offer to help build with color scripting via our circumplex
model of emotion induction (Figure 1).
2. Methods
2.1. Image Analysis. There has been many studies on
emotional colors (term defined below), both isolated or
combined in pairs [20–22], and they have been in use for a
long time in areas such as advertisement design. However,
studies on the emotional impact of complex images are more
rare. Both the difficulties of the cho (...truncated)