===== Lens of Optimum Arousal Intensity ===== Media can promote arousal states along a spectrum from low, boredom and relaxedness, to high, anxiety and excitement. In [[:motivations:Mood Management|Mood Management Theory]] this is referred to as the excitatory potential. Designing for an optimum arousal intensity can make a piece of media helpful in repairing a consumer's mood, but pushing too far in either direction can unintentionally promote moods that consumers would like to avoid. A player who is in a state of low arousal may choose to play a game to achieve higher arousal and player who is in a state of high arousal may choose to pick up a game to achieve lower arousal. It is a good idea for game designers to keep this fact in mind as they create their game. ---- {{ :Lenses:excited link.png?400 }} ===== Focusing Questions ===== * Does your game tend to promote excitement or calmness in the player? * What range of arousal intensities does your game offer? * What points of your game should have the highest/lowest arousal intensity? * How easily can a player modulate your game's current arousal intensity? * Does your game give player mostly positive or negative feedback? * Does the player to get into flow, or must they continually react to new challenges? * Does the player feel their actions may result in important consequences? * How does the aesthetic of your game effect the player's mood? ===== Can be instantiated by ===== ===Lenses=== [[:Lenses:Lens of Excitement|Lens of Excitement]] [[:Lenses:Lens of Calming |Lens of Calming]] [[:Lenses:Lens of Flow|Lens of Flow]] [[:Lenses:Lens of Difficulty|Lens of Difficulty]] [[:Lenses:Juicy Feedback|Lens of Juicy Feedback]] ===Patterns=== ===== Examples ===== ==== World of Warcraft ==== {{ :Motivations:wow-party.jpg?400 }} [[http://www.mobygames.com/game/world-of-warcraft|World of Warcraft]] offers a range of [[:motivations:Arousal|arousal levels]] that is wider than most games. The core loop of combat usually provides a relatively high level of arousal that is positively charged. Exploration of the world supports this excitement and inspires [[:motivations:Curiosity|Curiosity]]. This combat can also bore the player, when battles are fought to grind for experience or loot, or stress the player, when battles are fought within a raid and failure means the loss of hours of work. Even players looking for a positive, low arousal experience can find it while developing crafting skills. ==== Super Smash Bros. Melee ==== {{ :lenses:super-smash-bros-melee.jpg?400 }} [[http://www.mobygames.com/game/gamecube/super-smash-bros-melee|Super Smash Bros. Melee]] is a party-fighting game that uses quick action, weighty animations, and support for multiple players to project a high excitatory potential. At almost all levels of play, this game supports a high arousal level. ===== Considerations ===== ===== Tool ===== ===== Metrics ===== ===== Validity ===== This is an **industry standard** and is **empirically validated** ===== Categories ===== Motivations: [[motivations:arousal|Arousal]], [[:Motivations:Mood Management|Mood Management]] ===== References ===== Bowman ND and Tamborini R (2012) Task demand and mood repair: the intervention potential of computer games. New Media & Society 14(8): 1339–1357. Zillmann, D. (1988a). Mood management through communication choices. Am. Behav. Sci. 31, 327–341. ===== Authors ===== [[about:contributors:jennifer_kotler|Jennifer Kotler]] [[about:contributors:sam trapp|Sam Trapp]]