Evaluation of Virtual Agents Hostility in Video Games

被引:0
作者
Poivet, Remi [1 ]
de Lagarde, Alexandra [1 ]
Pelachaud, Catherine [2 ]
Auvray, Malika [2 ]
机构
[1] Inst Syst Intelligents & Robot, Paris, France
[2] Sorbonne Univ, CNRS, ISIR, Paris, France
关键词
Games; Video games; Visualization; Weapons; Affective computing; Shape; Human factors; Affective issues in enhancing machine/robotic intelligence; cognition; entertainment; games; hostility; likability; non-playable characters; perceived intelligence; video games; STEREOTYPES; PERCEPTION;
D O I
10.1109/TAFFC.2024.3390400
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Non-Playable Characters (NPCs) are a subtype of virtual agents that populate video games by endorsing social roles in the narrative. To infer NPCs' roles, players evaluate NPCs' appearance and behaviors, usually by ascribing human traits to NPCs, such as intelligence, likability and morality. In particular, hostile NPCs in video games are essential to build the games' inherent challenges. The three experiments reported here investigated the extent to which the perception of hostility in a military shooter game (including both threat of appearance and aggressiveness in behaviors) is influenced by the appearance and the behaviors of NPCs thanks to perceived intelligence, likability and morality-related questionnaires. Our results first show that hostility is efficiently conveyed through NPCs' behaviors, but not significantly by their appearance. Second, our study allows identifying the main predictors of hostility perception, namely unfriendliness, knowledge and harmfulness.
引用
收藏
页码:1949 / 1961
页数:13
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