2016
DOI: 10.1007/978-3-319-47665-0_8
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Playing with Social and Emotional Game Companions

Abstract: Abstract. This paper presents the findings of an empirical study that explores player game experience by implementing the ERiSA Framework in games. A study with Action Role-Playing Game (RPG) was designed to evaluate player interactions with game companions, who were imbued with social and emotional skill by the ERiSA Framework. Players had to complete a quest in the Skyrim game, in which players had to use social and emotional skills to obtain a sword. The results clearly show that game companions who are cap… Show more

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Cited by 29 publications
(14 citation statements)
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“…Based on this, we hypothesize also that a nonlinear-gameplay adoption, in which the game story proceeds following the player’s choices or player’s success or failure at a specific challenge and the possibility of multiple endings, can positively increase the dramatic effect and the attention of players [ 45 , 89 ]. Furthermore, NPCs may be used to simulate the mental pressure exerted by supervisors on workers, being able to experience these kinds of situations within a video game may have significant changes in social relationships between farm operators [ 90 ].…”
Section: Discussionmentioning
confidence: 99%
“…Based on this, we hypothesize also that a nonlinear-gameplay adoption, in which the game story proceeds following the player’s choices or player’s success or failure at a specific challenge and the possibility of multiple endings, can positively increase the dramatic effect and the attention of players [ 45 , 89 ]. Furthermore, NPCs may be used to simulate the mental pressure exerted by supervisors on workers, being able to experience these kinds of situations within a video game may have significant changes in social relationships between farm operators [ 90 ].…”
Section: Discussionmentioning
confidence: 99%
“…This has been widely used in games research (e.g. [1,5,7,11,15,45,46]), and also successfully adapted to other domains such as public speaking anxiety [50] and games without graphics for visually-impaired players [18].…”
Section: Immersion In Computer Gamesmentioning
confidence: 99%
“…Andry Chowanda et al (2016), in their paper "Playing with social and emotional game companions," 15 . Presenting findings of empirical studies that explore game experience players by applying ERiSA framework in games.…”
Section: Related Workmentioning
confidence: 99%