How the Perceived Identity of a NPC Companion Influences Player Behavior
Research output: Chapter in Book/Report/Conference proceeding › Chapter › peer-review
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Transactions on Computational Science : Special Issue on Cyberworlds and Cybersecurity. ed. / Marina L. Gavrilova; C.J. Kenneth Tan; Alexei Sourin. Vol. XXVIII Berlin, Heidelberg: Springer Berlin / Heidelberg, 2016. p. 88-107 (Lecture Notes in Computer Science; Vol. 9590).
Research output: Chapter in Book/Report/Conference proceeding › Chapter › peer-review
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TY - CHAP
T1 - How the Perceived Identity of a NPC Companion Influences Player Behavior
AU - Headleand, Christopher J.
AU - Jackson, James
AU - Williams, Ben
AU - Priday, Lee
AU - Teahan, William J.
AU - Ap Cenydd, LLyr
PY - 2016/7/21
Y1 - 2016/7/21
N2 - This paper explores how the perceived identity of a Non-Player Character (NPC) effects a players behaviour in computer games. We explore whether the players will change their behaviour towards a synthetic in-game companion if it assumes different identities. Specifically, will the players change their behaviour if they interact with an identical artificial intelligence, assuming a guise of a human or robot companion. To investigate this question we developed a top-down, 2D on-line game where the player is given the objective of surviving successive waves of hostile opponents. As a secondary objective the player is asked to protect a unarmed male, female or robot companion. The intention is to explore whether the player is more protective over a known NPC assuming either a human or non-human identity. The results of our study indicate that superficially changing the identity of an AI companion can have a dramatic influence over the players behaviour. The players in this study are shown to be significantly more protective to human rather than robot companions, despite the underlying AI being identical. Moreover, our results highlight further differences between the male and female companions.
AB - This paper explores how the perceived identity of a Non-Player Character (NPC) effects a players behaviour in computer games. We explore whether the players will change their behaviour towards a synthetic in-game companion if it assumes different identities. Specifically, will the players change their behaviour if they interact with an identical artificial intelligence, assuming a guise of a human or robot companion. To investigate this question we developed a top-down, 2D on-line game where the player is given the objective of surviving successive waves of hostile opponents. As a secondary objective the player is asked to protect a unarmed male, female or robot companion. The intention is to explore whether the player is more protective over a known NPC assuming either a human or non-human identity. The results of our study indicate that superficially changing the identity of an AI companion can have a dramatic influence over the players behaviour. The players in this study are shown to be significantly more protective to human rather than robot companions, despite the underlying AI being identical. Moreover, our results highlight further differences between the male and female companions.
U2 - 10.1007/978-3-662-53090-0_5
DO - 10.1007/978-3-662-53090-0_5
M3 - Chapter
SN - 978-3-662-53090-0
VL - XXVIII
T3 - Lecture Notes in Computer Science
SP - 88
EP - 107
BT - Transactions on Computational Science
A2 - Gavrilova, Marina L.
A2 - Tan, C.J. Kenneth
A2 - Sourin, Alexei
PB - Springer Berlin / Heidelberg
CY - Berlin, Heidelberg
ER -