The gamasutra articles seem a too shallow in my opinion. They don't go into detail and I feel that they just scratched the surface a bit and established some "rules" and "tips" by oversimplifying everything. Most of the time I feel that the way they use to model a player is a super simplistic state-machine.
What are the mathematical equations that define love, hate, fear, hope, loss? (If someone says "eating chocolate = love"...I will look at you with disdain! ) In the absence of having a defining set of math, how do you then determine appropriate values for emotional triggers to be programmed into a game. If you approach this from a social sciences aspect i.e. psychology then how do you program the experience of say "love"? Issues such as: add the pheromones, define the audio cues. The simple answer is you can't...or at least you cannot do it very well. In a game you have already removed the smell and taste of things from this reality you are creating, your tactile ability is muted (think vibrating joysticks/controllers), so your immersion into this world is primarily through the use of audio and visual elements. However I am somewhat harsh as it has been demonstrated that simply an audio element can promote panic and fear. I refer to the infamous "War of the Worlds" radio play done by Orson Welles as an example. Adding visual elements I only have to think of the many emotions attached to movie stars, models etc. The question often becomes -- what is it in these elements that provokes the emotional response. The trouble with psychology is that there is a plethora of opinions, a great deal of inferences and very few defined answers. No person meets the absolute norm in psychology instead people exist within a set of ranges...deviation outside of one of these ranges is seen as abnormal. Ironically if you dig deep enough you come to realisation that having a deviation outside the norm is a norm in itself. These ranges also alter with regard societal / cultural / ecological etc etc changes. Immigrating from one country to another with a dissimilar culture, environment etc can cause all sorts of flow on effects including a rise in xenophobia in inhabitants introduced to the immigrant simply because the behaviour is "different" from their norm.
This topic has me rambling. Do player's toons get created with simplistic realities...yes. Because as you add more complex social/emotional elements you create an environment that swiftly bashes into the limitations of the above-mentioned fusion not having been developed very well. Defining what elements contribute to a specific state can be tricky -- however at the end of the day if you buy the girl; flowers, chocolate, candy and jewellery you will probably be fine...maybe.
There is a lot of literature out there about emotional states, creating them and changing them. There is a lot of literature covering the fields of psychology. There is a lot of literature out there regarding audial and visual stimuli. However I can't really pick out one text and say this is a defining text. I would be interested if someone could actually point out a definitive text though. The fact is the information you are looking for is scattered amongst many different sources and you will have to hunt through them. One field you might pay attention to is the field of "Human-Computer Interaction" but even this covers a range of areas and some not in the depth I would like.
There are so many ways that I can continue on this post but tbh If I don't stop I will not eat for several months while typing. Some points to leave you with -- look at the existing media (including games) that do stand out as moments of inducing emotions. Instead of trying to create a superbly complex interactive system -- define a set of limitations so that you can actually create an achievable goal, and perhaps the final point: games with simplistic systems with little respect for the player beyond rewarding players with a happy set of beeps or minor virtual reward have a legitimate place in the psyche of our race...else they would not thrive the way they do.