Video games, entertainment, education, and training media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Production and editing of the media in order to produce the desired emotional experiences can be expensive and cumbersome to media de- signers. This paper presents a pilot study intended to show that such experiences can be induced with after-the-fact audio-visual effects. As subjects of the us- er study, players are given the same virtual environment with two emotional states: fear, and peace.
Immersive Learning Research Network
Santa Barbara, California