Abstract
Although there has been research suggesting that people will treat computers socially and even consider computers as team-mates, there does not seem to have been any research looking specifically at how the perception of team-mate identity affects game enjoyment and team-mate preference in real-time cooperative games. In order to study this question, a quantitative study was conducted in which 40 participants played a real-time, goal-oriented, cooperative game. During the study, all participants played the game twice: once with an AI team-mate and once with a \presumed" human team-mate (i.e., an AI team-mate that they believed was a human team-mate). Thus, the team-mate performance and behaviors were essentially the same for both conditions. Participants in the study showed a much higher preference for the \presumed" human team-mate, indicating significantly higher levels of enjoyment and cooperation during the game sessions with that team-mate. The results suggests that perceived identity is a strong moderator of game enjoyment.
Originalsprog | Engelsk |
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Titel | Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011 |
Antal sider | 8 |
Publikationsdato | 1 dec. 2011 |
Sider | 196-203 |
ISBN (Trykt) | 9781450308045 |
DOI | |
Status | Udgivet - 1 dec. 2011 |
Udgivet eksternt | Ja |
Begivenhed | 6th International Conference on the Foundations of Digital Games, FDG 2011 - Bordeaux, Frankrig Varighed: 29 jun. 2011 → 1 jul. 2011 |
Konference
Konference | 6th International Conference on the Foundations of Digital Games, FDG 2011 |
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Land/Område | Frankrig |
By | Bordeaux |
Periode | 29/06/2011 → 01/07/2011 |
Sponsor | ACM Spec. Interest Group Comput. Graph., Interact. Tech. (SIGGRAPH), ACM Special Interest Group on Artificial Intelligence (SIGART), Soc. Adv. Sci. Digit. Games (SASDG), ACM Spec. Interest Group Hypertext, Hypermedia, Web (SIGWEB), ACM (SIGCSE) |