RT journal article T1 Optimizing Player and Viewer Amusement in Suspense Video Games A1 Torre Moreno, Pablo de la A1 León, Carlos A1 Salguero Hidalgo, Alberto Gabriel A1 Tapscott, Alan A2 Ingeniería Informática K1 Amusement K1 information management K1 interactive narrative K1 suspense K1 video game AB Broadcast video games need to provide amusement to both players and audience. To achievethis, one of the most consumed genres is suspense, due to the psychological effects it has on both roles.Suspense is typically achieved in video games by controlling the amount of delivered information aboutthe location of the threat. However, previous research suggests that players need more frequent informationto reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In orderto obtain models that maximize amusement for both interactive and passive audiences, we conducted anexperiment in which a group of subjects played a suspenseful video game while another group watched itremotely. The subjects were asked to report their perceived suspense and amusement, and the data wereused to obtain regression models for two common strategies to evoke suspense in video games: by alertingwhen the threat is approaching and by random circumstantial indications about the location of the threat.The results suggest that the optimal level is reached through randomly providing the minimal amount ofinformation that still allows players to counteract the threat.We reckon that these results can be applied to abroad narrative media, beyond interactive games. PB IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC SN 2169-3536 YR 2019 FD 2019 LK http://hdl.handle.net/10498/21665 UL http://hdl.handle.net/10498/21665 LA eng DS Repositorio Institucional de la Universidad de Cádiz RD 13-nov-2026