We may feel overjoyed, fascinated, mesmerized and captivated engaging in video games, relieved watching a tragic movie with a happy end, scared following animated characters who might be in danger. We may want to regulate our emotions and moods in interactive media systems (such as virtual and augmented reality), on-demand entertainment media.
These examples show: Emotional involvement needs to be studied from a wide array of perspectives, each bringing distinctive insights.
Based on the Routledge International Handbook of Emotions and Media (Döveling, Konijn 2021), and up to date perspectives, this class provides highly insightful inter/transdisciplinary understanding of emotional involvement in Animation and Game.
After elucidating on the different theoretical perspectives and concepts, the students will actively reflect and analyze emotions in animation settings as well as interactive media systems (such as virtual and augmented reality), on-demand entertainment media.