“…In the pursuit of a method to trigger emotions in a more or less controlled manner, a range of methods have been applied: actors, images (IAPS) (see Chapter 5), sounds (e.g., music) [316,681], (fragments of) movies (see Chapters 3, 4, 6, and 7), speech [677], commercials [529], games (including serious gaming), agents, virtual reality [86,474,488,616], reliving of emotions (see Chapters 8 and 9), and real world experiences [269,270,272,316]; see also Table 2.4. However, how can we know which of these methods actually triggered participants' true emotions?…”