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Understanding players' identities and behavioral archetypes from avatar customization data

机译:通过头像定制数据了解玩家的身份和行为原型

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Virtual identities are an integral part of peoples' lives, from online shopping accounts to social networking profiles, from intelligent tutors to videogame avatars. In many videogames, players construct avatars to represent themselves within virtual environments and research has shown that players' sociocultural identities influence their avatar construction and can be a proxy for inferring their values in the non-virtual (real) world. In this paper, we present a computational approach to modeling players' real-world identities using behavioral data collected during the avatar customization process. We used archetypal analysis on player interaction data to develop “behavioral archetypes”, which are models of prototypical behavior patterns exhibited by players during the avatar customization process. We modeled patterns of (1) “avatar gender-preferring” behaviors (preferences for a particular avatar gender), (2) “styler” behaviors (preferences for different parts of their avatars, e.g., hair-styler, head-styler, etc.,) and (3) preferences for using avatars of a different gender (“gender-bending”) or the same gender (“gender-synchronizing”) as the players'. In a user-study with 190 participants, the behavioral archetype model trained via supervised learning had high accuracy (81%) in classifying players' real-world gender using only behavioral data. We show that behavioral archetypes are effective for understanding players in terms of their customization behaviors, real-world genders, and virtual avatar genders.
机译:虚拟身份是人们生活中不可或缺的一部分,从在线购物帐户到社交网络配置文件,从智能辅导员到视频游戏的化身。在许多视频游戏中,玩家构建化身以在虚拟环境中表示自己,并且研究表明,玩家的社会文化身份会影响其化身的构建,并且可以作为推论其在非虚拟(真实)世界中的价值的代理。在本文中,我们提出了一种使用化身定制过程中收集的行为数据对玩家的真实世界身份进行建模的计算方法。我们对玩家互动数据进行了原型分析,以开发“行为原型”,这是玩家在化身定制过程中表现出的典型行为模式的模型。我们对以下模式进行了建模:(1)“喜欢头像的性别”行为(对特定头像性别的偏好),(2)“造型”行为(对头像的不同部分的偏好,例如,发型师,头部发型师等) 。,)和(3)使用与玩家不同性别(“性别弯曲”)或相同性别(“性别同步”)的化身的偏好。在有190名参与者的用户研究中,通过监督学习训练的行为原型模型在仅使用行为数据对玩家的真实世界性别进行分类中具有很高的准确性(81%)。我们证明了行为原型可以有效地根据玩家的自定义行为,真实世界的性别和虚拟化身的性别来理解玩家。

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