Affective speech elicited with a computer game

Abstract

To determine the degree to which emotional changes in speech reflect factors other than arousal, such as valence, the authors used a computer game to induce natural emotional speech. Voice samples were elicited following game events that were either conducive or obstructive to the goal of winning and were accompanied by either pleasant or unpleasant sounds. Acoustic analysis of the speech recordings of 30 adolescents revealed that mean energy, fundamental-frequency level, utterance duration, and the proportion of an utterance that was voiced varied with goal conduciveness; spectral energy distribution depended on manipulations of pleasantness; and pitch dynamics depended on the interaction of pleasantness and goal conduciveness. The results suggest that a single arousal dimension does not adequately characterize a number of emotion-related vocal changes, lending weight to multidimensional theories of emotional response patterning.

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peer-reviewed

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Link to Publisher Version (DOI)

https://doi.org/10.1037/1528-3542.5.4.513