Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play 2018
DOI: 10.1145/3242671.3242709
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Cited by 36 publications
(16 citation statements)
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“…More recently, Bonsignore et al [4] explored Isbister's ally and mentor characters in the context of alternate reality games, and found that players enjoyed helping out allies, and appreciated the guidance of mentors. In another study, Emmerich et al [15] found that players evaluated companion characters more positively when they were perceived as offering a 'meaningful emotional relationship' (p. 149). Concurrently, NPCs were rated less favorably if players felt this emotional level was lacking [15].…”
Section: Game Characters and Emotionsmentioning
confidence: 98%
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“…More recently, Bonsignore et al [4] explored Isbister's ally and mentor characters in the context of alternate reality games, and found that players enjoyed helping out allies, and appreciated the guidance of mentors. In another study, Emmerich et al [15] found that players evaluated companion characters more positively when they were perceived as offering a 'meaningful emotional relationship' (p. 149). Concurrently, NPCs were rated less favorably if players felt this emotional level was lacking [15].…”
Section: Game Characters and Emotionsmentioning
confidence: 98%
“…In another study, Emmerich et al [15] found that players evaluated companion characters more positively when they were perceived as offering a 'meaningful emotional relationship' (p. 149). Concurrently, NPCs were rated less favorably if players felt this emotional level was lacking [15]. However, the study does not elaborate what constitutes a 'meaningful emotional' relationship or what emotions players might have experienced.…”
Section: Game Characters and Emotionsmentioning
confidence: 98%
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