Abstract
Emotional features have been illustrated by a two-dimensional model, which was spanned by valence and arousal axes, in the simplest way. In the present study, the correlations between semantic congruency and the emotional coincidences on the valence and arousal factors between music and videos were clarified, in the context of game contents. Participants rated the degree of congruency between music and videos. The semantic congruency was very high when the emotions of the music and video were coincided in both factors. In the cases where emotional feature of a musical piece did not coincide with a video in the valence or arousal factor, the congruency significantly decreased. When the emotions coincided neither factor, the congruency showed the lowest values. The results implied that both the valence and arousal factors in the emotional features were equally important for the semantic congruency between musical pieces and videos.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Bolivar, V.J., et al.: Semantic and formal congruency in music and motion pictures. Psychomusicology 13, 28–59 (1994)
Russell, J.A.: A circumplex model of affect. J. Pers. Soc. Psychol. 39, 1161–1178 (1980)
Tsukamoto, M., Yamada, M., Yoneda, R.: A dimensional study on the emotion of musical pieces composed for video games. In: Proceedings 20th International Congress on Acoustics, Sydney, Australia (2010)
Cohen, A.J.: Associationism and musical soundtrack phenomena. Contemp. Music Rev. 9, 163–178 (1993)
Iwamiya, S.: Multimodal Communication Revised Version of Music and Video. Kyushu University Press, Fukuoka (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer International Publishing AG, part of Springer Nature
About this paper
Cite this paper
Marumo, N., Tsutsui, Y., Yamada, M. (2019). Semantic Congruency Between Music and Video in Game Contents. In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing, vol 795. Springer, Cham. https://doi.org/10.1007/978-3-319-94619-1_36
Download citation
DOI: https://doi.org/10.1007/978-3-319-94619-1_36
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-94618-4
Online ISBN: 978-3-319-94619-1
eBook Packages: EngineeringEngineering (R0)