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Semantic Congruency Between Music and Video in Game Contents

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Book cover Advances in Human Factors in Wearable Technologies and Game Design (AHFE 2018)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 795))

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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.

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Correspondence to Natsuhiro Marumo .

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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

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  • DOI: https://doi.org/10.1007/978-3-319-94619-1_36

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-94618-4

  • Online ISBN: 978-3-319-94619-1

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