This paper extends prior work on the intersection of digital games, cinema, and narrative, approaching the issue of the experiential value of audiovisual and narrative content from a multidisciplinary perspective. Sentiment analysis of screenplays and game scripts is used to compare the emotional expression of these texts within the horror genre. In film genre theories, emotions play a crucial role as they bridge generic conventions, spectator/player affective responses, user expectations and the producers’ reactions to this feedback. Originating in film studies, this framework can also be applied to video games with the aim of examining and comparing the affective aspects of these narrative media. Genre conventions related to storytelling aspects may evoke different emotional responses. They are also associated with the processes of narrative content interpretation, cognitive construction of the story and emotional involvement. The analysis is undertaken using appropriate Python libraries. The results presented in this paper are preliminary, since the work is ongoing; however, being interpreted in terms of established theoretical frameworks from the intersection of game studies, film theory, genre approaches and narratology, they can help investigate the mutually influential relationship between games and cinema, which may also extend to other media forms, such as virtual and augmented reality.

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Sentiment Analysis for Drawing Parallels Between Cinema and Video Game Texts

  • Charalampos Rizopoulos,
  • Anna Poupou,
  • Natalia Arsenopoulou

摘要

This paper extends prior work on the intersection of digital games, cinema, and narrative, approaching the issue of the experiential value of audiovisual and narrative content from a multidisciplinary perspective. Sentiment analysis of screenplays and game scripts is used to compare the emotional expression of these texts within the horror genre. In film genre theories, emotions play a crucial role as they bridge generic conventions, spectator/player affective responses, user expectations and the producers’ reactions to this feedback. Originating in film studies, this framework can also be applied to video games with the aim of examining and comparing the affective aspects of these narrative media. Genre conventions related to storytelling aspects may evoke different emotional responses. They are also associated with the processes of narrative content interpretation, cognitive construction of the story and emotional involvement. The analysis is undertaken using appropriate Python libraries. The results presented in this paper are preliminary, since the work is ongoing; however, being interpreted in terms of established theoretical frameworks from the intersection of game studies, film theory, genre approaches and narratology, they can help investigate the mutually influential relationship between games and cinema, which may also extend to other media forms, such as virtual and augmented reality.