EMOTIONS INDUCTION PROCESS IN VIRTUAL ENVIRONMENTS AND VIDEO GAMES

The fields of virtual reality and video games summon the emotional issues in their respective goals of presence and flow area. However the question of methodologies for inducing emotions in virtual environments in these mediums has not yet been widely questioned. After defining what emotions are in the philosophical, as in psychologist and physiologist literature, we seek to show existing links between emotion and states of presence in virtual reality and flow zone in video games. We show how the level of knowledge of the mediums may influence susceptibility to induction of emotions in virtual environments. Then we define a way of inducing emotions based on an iterative level management challenge in relation to the skill level. We validated through two empirical experiments that involved 176 participants a methodology for inducing emotions based on a circumplex pattern. This scheme built around the valence and arousal level of emotion, able to induce emotions in the five essential items component of the design of virtual environments for virtual reality and video games: color, brightness, movement speed, size of the space, and the volume of social interactions.

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Source https://theses.hal.science/tel-00957024
Author Geslin, Erik
Maintainer CCSD
Last Updated May 6, 2026, 02:38 (UTC)
Created May 6, 2026, 02:38 (UTC)
Identifier NNT: 432 : ED SMI
Language fr
Rights https://about.hal.science/hal-authorisation-v1/
contributor Arts et Métiers ParisTech ; HESAM Université - Communauté d'universités et d'établissements Hautes écoles Sorbonne Arts et métiers université (HESAM)
creator Geslin, Erik
date 2013-06-25T00:00:00
harvest_object_id e42c60f6-a700-4bec-866c-db4aed6eb257
harvest_source_id 3374d638-d20b-4672-ba96-a23232d55657
harvest_source_title test moissonnage SELUNE
metadata_modified 2025-08-12T00:00:00
set_spec type:THESE