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Facial Features of Non-player Creatures Can Influence Moral Decisions in Video Games

机译:非玩家生物的面部特征会影响视频游戏中的道德决策

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With the development of increasingly sophisticated computer graphics, there is a continuous growth of the variety and originality of virtual characters used in movies and games. So far, however, their design has mostly been led by the artist's preferences, not by perceptual studies. In this article, we explored how effective non-player character design can be used to influence gameplay. In particular, we focused on abstract virtual characters with few facial features. In experiment 1, we sought to find rules for how to use a character's facial features to elicit the perception of certain personality traits, using prior findings for human face perception as a basis. In experiment 2, we then tested how perceived personality traits of a non-player character could influence a player's moral decisions in a video game. We found that the appearance of the character interacting with the subject modulated aggressive behavior towards a non-present individual. Our results provide us with a better understanding of the perception of abstract virtual characters, their employment in video games, as well as giving us some insights about the factors underlying aggressive behavior in video games.
机译:随着日益复杂的计算机图形学的发展,电影和游戏中使用的虚拟角色的多样性和独创性不断增长。但是,到目前为止,他们的设计主要是由艺术家的喜好决定的,而不是由感知研究决定的。在本文中,我们探讨了如何有效使用非玩家角色设计来影响游戏玩法。特别是,我们专注于具有很少面部特征的抽象虚拟人物。在实验1中,我们试图找到规则,以人物的面部特征来激发对某些人格特质的感知,并以先前对人脸感知的发现为基础。然后,在实验2中,我们测试了非玩家角色的感知个性特征如何影响视频游戏中玩家的道德决策。我们发现,与对象互动的角色的出现调节了针对一个不存在个体的攻击行为。我们的结果使我们对抽象虚拟角色的感知,它们在视频游戏中的使用有了更好的理解,并且使我们对视频游戏中攻击行为的潜在因素有一些见解。

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