Streaming Media

Abstract

This thesis examines whether repeated associations between neutral environmental objects and emotionally charged events can condition player emotion and influence in-game decision-making. The researcher developed a custom Dying Light single-player level called, “Conditional Illusion,” in which players explore a mansion and uncover narrative context through notes. Within the level, initially neutral objects, specifically a printer and a radio, were repeatedly paired with safe and horror events respectively, establishing patterned emotional associations. To evaluate the conditioning effect, the researcher recorded players’ facial emotional responses and gameplay footage during playtests, supplemented by post-playtest questionnaires. Results indicated that players consistently rated horror-paired spaces as more tense than safe-paired spaces, and the horror-associated object retained a stronger residual emotional effect in neutral contexts.

Degree Date

Spring 2026

Document Type

Thesis

Degree Name

M.I.T.

Department

Level Design

Advisor

Katie Wood Clark

Second Advisor

Karl Steiner

Third Advisor

Mike Porter

Acknowledgements

I would like to sincerely thank my primary thesis advisor, Professor Katie Wood Clark, for her consistent guidance, thoughtful feedback, and support throughout this research. I am also deeply grateful to Professor Mike Porter for his insight and encouragement during the development of this project. Special thanks to Dr. Karl Steiner for his guidance on the use of facial emotion recognition software and for his valuable advice on data analysis. I would also like to thank my peers at SMU Guildhall for their support and discussion, as well as all playtest participants whose time and feedback made this research possible.

Format

.pdf

Creative Commons License

Creative Commons Attribution-Noncommercial 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License

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