ABSTRACT

Chapter 16 presents eight emotional theories used to both understand and manipulate the player by generating and combining different emotions, their mental and physical reactions, the different factors composing each state a player can be in at any time, and so on. This manipulation, other than generating emotion themself, is presented as a pace-management tool, using different frameworks to trigger very specific emotions, feelings, and mood, in a way that the player thinks comes from themself when, in reality, it is a combination of well-calibrated triggers.